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I have made completely new question for same topic - because this link appeared in google, I did not want to create new topic

C++, OpenGL: Building a polyhedron via geometry shader

I'm stuck with geometry shaders in OpenGL - c++ programming. I want to create simple cube by repeating 6 times drawing one rotated wall. Here is my vertex shader (everyting has #version 330 core in preamble):

uniform mat4 MVP;
uniform mat4 ROT;
layout(location=0) in vec3 vertPos;
void main(){
    vec4 pos=(MVP*ROT*vec4(vertPos,1.5));
    gl_Position=pos;
}

Now geometry shader:

layout (triangles) in;
layout (triangle_strip, max_vertices = 6) out;
out vec4 pos;
void main(void)
{
    for (int i = 0; i < 3; i++)
    {
        vec4 offset=vec4(i/2.,0,0,0);
        gl_Position = gl_in[i].gl_Position+offset;
        EmitVertex();
    }
    EndPrimitive();
}

And now fragment shader:

uniform mat4 MVP;
in vec4 pos;
out vec3 color;
void main(){
    vec3 light=(MVP*vec4(0,0,0,1)).xyz;
    vec3 dd=pos.xyz-light;
    float cosTheta=length(dd)*length(dd);
    color=vec3(1,0,0);
}

Well, there is some junk, I wanted also put shading into my cube, but I've got a problem with sending coordinates. The main problem is - here I get my scaled square (by MVP matrix), I can even rotate it with basic interface (ROT matrix), but when I uncomment my "+offset" line I get some mess. What should I do to make clean 6-times repeating?