It appears that my pyramid is smaller in the front and bigger in the back.
-(void)drawRect:(NSRect)dirtyRect
{
// get the dimensions of the window
NSSize dim = [self frame].size;
// clear the background with color
glClearColor(0.0, 0.0, 0.0, 0.4);
glViewport(0, 0, dim.width, dim.height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// cube position data
GLfloat vertices[] = {0.0, 100.0, 0.0, -50.0, 0.0, 50.0, 50.0, 0.0, 50.0, 50.0, 0.0, -50.0, -50.0, 0.0, -50.0};
// cube indices data
GLubyte indices[] = {0, 1, 2, 0, 2, 3, 0, 3, 4, 0, 4, 1, 1, 4, 3, 1, 3, 2};
// cube color data
GLfloat color[] = {0.0, 1.0, 0.0, 1.0,
0.0, 0.3, 0.8, 1.0,
1.0, 0.0, 0.0, 1.0,
0.5, 0.0, 0.8, 1.0,
0.5, 0.6, 0.3, 1.0};
// bind each array of data to separate buffers
// bind cube position data to the first buffer
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// bind the cube color data to the second buffer
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(color), color, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// enable the shader program
GLuint programID = [self loadShaders];
glUseProgram(programID);
// enable vertex attributes
// enable cube position attributes
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[0]);
glEnableVertexAttribArray(VERTEX_POS_INDEX);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// enable cube color attributes
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[1]);
glEnableVertexAttribArray(VERTEX_COLOR_INDEX);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// point to the enabled attribute data
glVertexAttribPointer(VERTEX_POS_INDEX, VERTEX_POS_SIZE, GL_FLOAT, GL_FALSE, 0, vertices);
glVertexAttribPointer(VERTEX_COLOR_INDEX, VERTEX_COLOR_SIZE, GL_FLOAT, GL_FALSE, 0, color);
GLfloat offset[] = {0.0, 0.0, -200.0};
GLint offsetUnif = glGetUniformLocation(programID, "offset");
GLint zNearUnif = glGetUniformLocation(programID, "zNear");
GLint zFarUnif = glGetUniformLocation(programID, "zFar");
GLint frustumScaleUnif = glGetUniformLocation(programID, "frustumScale");
glUniform3fv(offsetUnif, 1, offset);
glUniform1f(frustumScaleUnif, 1.0f);
glUniform1f(zNearUnif, 0.1);
glUniform1f(zFarUnif, 1000.0);
// draw the elements
glDrawElements(GL_TRIANGLES, sizeof(indices)/sizeof(GLubyte), GL_UNSIGNED_BYTE, indices);
glDisableVertexAttribArray(VERTEX_POS_INDEX);
glDisableVertexAttribArray(VERTEX_COLOR_INDEX);
glUseProgram(0);
// flush buffer
glFlush();
[[self openGLContext] flushBuffer];
}
Here is the vertex shader:
#version 120
attribute vec3 position;
attribute vec4 inColor;
uniform vec3 offset;
uniform float zNear;
uniform float zFar;
uniform float frustumScale;
varying vec4 outColor;
void main()
{
vec4 cameraPos = vec4(position.x, position.y, -position.z, 1.0) + vec4(offset.x, offset.y, offset.z, 0.0);
vec4 clipPos;
clipPos.xy = cameraPos.xy * frustumScale;
clipPos.z = cameraPos.z * (zNear + zFar) / (zNear - zFar);
clipPos.z += 2 * zNear * zFar / (zNear - zFar);
clipPos.w = -cameraPos.z;
gl_Position = clipPos;
outColor = inColor;
}
When I run the code I get this image, note it looks as though the pyramid with bigger in the back than the front:
I circled the "front" corners (though I should be seeing this from the other side thus they are actually the rear corners). Any thoughts or suggests as to where the problem may lie?