i'm working on a project where i'm using OpenMesh to read stl and obj files and draw them on the screen using openGL.
i've been doing the following,
#include <OpenMesh/Core/Mesh/TriMesh_ArrayKernelT.hh>
#include <OpenMesh/Core/IO/MeshIO.hh>
OpenMesh::TriMesh_ArrayKernelT<> mesh;
std::vector<point> vertices;
std::vector<point> normals;
void readMesh(std::string file)
{
OpenMesh::IO::read_mesh(mesh, file);
mesh.requestFaceNormals();
mesh.request_vertex_normals();
mesh.updateNormals();
vertices.clear();
normals.clear();
for (auto face : mesh.faces())
{
for (auto vertex : mesh.fv_range(face))
{
auto point = mesh.point(vertex);
auto normal = mesh.normal(face);
vertices.push_back(point);
normals.push_back(normal);
}
}
mesh.releaseFaceNormals();
mesh.releaseVertexNormals();
}
and when drawing i just pass the vertices and normals vectors to the vertex shader like this
void paint()
{
glSetAttributeArray(0, vertices.data());
glSetAttributeArray(1, normals.data());
glDrawArrays(GL_TRIANGLES, 0, vertices.length());
}
where the vertex shader looks like this:
attribute vec3 position;
attribute vec3 normal;
uniform mat4 modelViewMatrix;
void main(void)
{
vec4 color = vec4(0.25, 0.25, 0.25, 0.0);
vec4 P = vec4(position, 0);
vec4 N = vec4(normal, 0);
vec3 L = vec3(20, 20, 20) - position;
vec3 V = -position;
N = normalize(N);
L = normalize(L);
V = normalize(V);
vec3 R = reflect(-L, vec3(N));
vec3 diffuse = max(dot(vec3(N), L), 0.0) * color.rgb;
vec3 specular = pow(max(dot(R, V), 0.0), 0.2) * vec3(0.1, 0.1, 0.1);
color = vec4(color.a * (ambient + diffuse + specular), color.a);
color = clamp(color, 0.0, 1.0);
gl_Color = color;
gl_Position = modelViewMatrix * P;
}
and the fragment shader is:
void main(void)
{
gl_FragColor = gl_Color;
}
this produces pretty good results, but the idea of having another copy of the vertices and normals stored in another location (normals and vertices) to be able to draw the mesh looks very counter-intuitive.
i was wondering if i can use openGL buffers with openMesh to optimize this. i've been searching for anything concerning this topic for a while but found nothing.
See Vertex Specification. You can create 2 Vertex Buffer Object for the verticex cooridantes and nortmal vertors:
GLuint vbos[2];
glGenBuffers(2, vbos);
glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(vertices[0]), vertices.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vbos[1]);
glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(normals[0]), normals.data(), GL_STATIC_DRAW);
If you use OpenGL 3.0 or later, then you can specify a Vertex Array Object a nd state the vertex specification:
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glBindBuffer(GL_ARRAY_BUFFER, vbos[1]);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
When you want to draw the mesh, then it is sufficient to bind the VAO:
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, vertices.length());
If you use OpenGL 2.0, the you cannot create a VAO, thus you have to specify the arrays of generic vertex attribute data, before drawing the mesh:
glBindBuffer(GL_ARRAY_BUFFER, vbos[0]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glBindBuffer(GL_ARRAY_BUFFER, vbos[1]);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glDrawArrays(GL_TRIANGLES, 0, vertices.length());
Furthermore note, that the attribute indices are not guaranteed to be 0 and 1. The attribute indices can be any arbitrary number.
If you would use GLSL version 3.30 the it would be possible to set the attribute indices in the shader code by Layout Qualifier.
Anyway you an define the attribute indices by glBindAttribLocation before linking the program or retrieve the attribute indices by glGetAttribLocation after linking the program.
Related
I was trying to implement normal mapping on a simple cube but since i had troubles with my normals i wanted to try to display them using a geometry shader. Following learnopengl tutorial, it basically calls mesh.render() twice, the first time to draw the model and the second time to display normals. When i try to do the same i get this
The cube seems well drawn but it has a weird white rectangle in front of it and i don't know why. I don't know if it's a problem of drawings or if it's the geometry shader, so i'll post both.
My code:
glutDisplayFunc(MyRenderScene);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CW);
glGenVertexArrays(1,&global.gVAO);
glGenBuffers(1, &global.VBO);
glBindVertexArray(global.VAO);
glBindBuffer(GL_ARRAY_BUFFER, global.VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glGenBuffers(1, &global.IBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, global.IBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glGenVertexArrays(1,&global.gVAO);
glGenBuffers(1, &global.gVBO);
glBindVertexArray(global.gVAO);
glBindBuffer(GL_ARRAY_BUFFER, global.gVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glGenBuffers(1, &global.gIBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, global.gIBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
Here i'm basically passing the same structure to both buffers.
Buffers are istantiated in a global struct.
This is MyRenderScene() :
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
global.shaders.enable(); // glUseProgram
global.shaders.set_sampler(0); // setting textures
global.shaders.set_sampler(1);
global.sceneT.set_camera(
global.camera.position(),
global.camera.lookat(),
global.camera.up()
);
glm::mat4 model = glm::mat4(1.0f);
glm::vec3 vaxis = glm::vec3(0.0,1.0,0.0);
glm::vec3 haxis = glm::vec3(1.0,0.0,0.0);
model = glm::rotate(model,glm::radians(global.gradX),haxis);
model = glm::rotate(model,glm::radians(global.gradY),vaxis);
glm::mat4 projection = glm::perspective(glm::radians(40.0f), (float)global.WINDOW_WIDTH/(float)global.WINDOW_HEIGHT, 0.1f, 100.0f);
glm::mat4 view = glm::lookAt(global.camera.position(),global.camera.lookat()+ global.camera.position(),global.camera.up());
global.shaders.set_model(model);
global.shaders.set_view(view);
global.shaders.set_projection(projection);
global.shaders.set_viewPos(global.camera.position());
global.shaders.set_lightPos(lightPos);
global.shaders.update_uniforms();
glBindVertexArray(global.VAO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<GLvoid*>(offsetof(struct Vertex, position)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<GLvoid*>(offsetof(struct Vertex, textcoord)));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<GLvoid*>(offsetof(struct Vertex, normal)));
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<GLvoid*>(offsetof(struct Vertex, tangent)));
glBindBuffer(GL_ARRAY_BUFFER, global.VBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, global.IBO);
global.brickwall.Bind(GL_TEXTURE0+0); // binding textures
global.brickwall_normals.Bind(GL_TEXTURE0+1);
glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0);
glBindVertexArray(0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
glDisableVertexAttribArray(3);
global.geometryShader.enable(); // setting up geometry shader
global.geometryShader.set_projection(projection);
global.geometryShader.set_model(model);
global.geometryShader.set_view(view);
global.geometryShader.update_uniforms();
glBindVertexArray(global.gVAO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<GLvoid*>(offsetof(struct Vertex, position)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<GLvoid*>(offsetof(struct Vertex, textcoord)));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<GLvoid*>(offsetof(struct Vertex, normal)));
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<GLvoid*>(offsetof(struct Vertex, tangent)));
glBindBuffer(GL_ARRAY_BUFFER, global.gVBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, global.gIBO);
glDrawElements(GL_TRIANGLES,36,GL_UNSIGNED_INT,0);
glBindVertexArray(0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
glDisableVertexAttribArray(3);
glutSwapBuffers();
glutPostRedisplay();***
I even tried calling the same vertexArrays and vertexArrayBuffer but i get the same result.
Here are vertex shader:
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 textcoord;
layout (location = 2) in vec3 normal;
layout (location = 3) in vec3 tangent;
out VS_OUT {
vec3 newNormal;
} vs_out;
uniform mat4 view;
uniform mat4 model;
void main() {
mat3 normalMatrix = mat3(transpose(inverse(view * model)));
newNormal = vec3(vec4(normalMatrix * normal, 0.0));
gl_Position = view * model * vec4(position, 1.0);
}
And geometryShader:
#version 330 core
layout (triangles) in;
layout (line_strip, max_vertices = 6) out;
in VS_OUT {
vec3 newNormal;
} gs_in[];
const float MAGNITUDE = 0.2;
uniform mat4 projection;
void GenerateLine(int index) {
gl_Position = projection * gl_in[index].gl_Position;
EmitVertex();
gl_Position = projection * (gl_in[index].gl_Position + vec4(gs_in[index].newNormal,0.0) * MAGNITUDE);
EmitVertex();
EndPrimitive();
}
void main() {
GenerateLine(0); // first vertex normal
GenerateLine(1); // second vertex normal
GenerateLine(2); // third vertex normal
}
Feel free to correct me on everything possible and imaginable.
The reason for the issue is, that the shader program with the geometry shader fails to compile or link. Hence the geometry is drawn by the default shader program instead of the program with the geometry shader.
There is (at least) one error in the vertex shader:
newNormal = vec3(vec4(normalMatrix * normal, 0.0));
vs_out.newNormal = vec3(vec4(normalMatrix * normal, 0.0));
I would like to draw different points with different colors. I put the vertex location data and color data in different VBOs, such as below:
Here is my C++ code:
m_Points.push_back(glm::vec3(4, 0, 0));
m_Points.push_back(glm::vec3(0, 2, 0));
m_Points.push_back(glm::vec3(0, 0, 3));
m_Points.push_back(glm::vec3(0, 0, 6));
m_Colors.push_back(glm::vec3(0, 1.0, 0));
m_Colors.push_back(glm::vec3(1.0, 0, 0));
m_Colors.push_back(glm::vec3(0, 0, 1.0));
m_Colors.push_back(glm::vec3(1.0, 1.0, 0));
glEnable(GL_PROGRAM_POINT_SIZE);
glGenVertexArrays(1, &m_VAO);
glBindVertexArray(m_VAO);
// the first VBO, it is the coordinates
glGenBuffers(1, &m_VBO);
glBindBuffer(GL_ARRAY_BUFFER, m_VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * sizeof(m_Points), &m_Points[0][0], GL_DYNAMIC_DRAW);
// the second VBO, the color
glGenBuffers(1, &m_VBO_Color);
glBindBuffer(GL_ARRAY_BUFFER, m_VBO_Color);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * sizeof(m_Colors), &m_Colors[0][0], GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
// in file axis.vs, there is a statement
// layout (location = 0) in vec3 vertex;
// the first argument 0 means (location = 0)
glVertexAttribPointer(0, // location = 0 in vertics shader file
3, // the position has X,Y,Z 3 elements
GL_FLOAT, // element type
GL_FALSE, // do not normalize
sizeof(glm::vec3), // Stride
(void *) nullptr); // an offset of into the array, it is 0
glEnableVertexAttribArray(1);
// in file axis.vs, there is a statement
// layout (location = 1) in vec3 vertex;
// the first argument 1 means (location = 1)
glVertexAttribPointer(1, // location = 1 in vertics shader file
3, // the position has R,G,B 3 elements
GL_FLOAT, // element type
GL_FALSE, // do not normalize
sizeof(glm::vec3), // Stride
(void *) nullptr); // an offset of into the array, it is 0
glBindVertexArray(0);
Both the m_Points and m_Colors are some kind of std::vector<glm::vec3>
Here is my vertex shader and frame shader:
layout (location = 0) in vec3 vertex;
layout (location = 1) in vec3 color;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
out vec3 ObjectColor;
void main()
{
gl_Position = projection * view * model * vec4(vertex, 1.0);
gl_PointSize = 10.0;
ObjectColor = color;
}
#version 330 core
in vec3 ObjectColor;
out vec4 FragColor;
void main()
{
FragColor = vec4(ObjectColor, 1.0f);
}
The draw code looks like below:
shader.use();
glBindVertexArray(m_VAO);
glDrawArrays(GL_POINTS, 0, m_Points.size());
But I would like to add some points dynamically by AddPoint() function, so here is the code to add both vertex and color element in the vectors:
void AddPoint()
{
glm::vec3 p(5.0, 6.0, 0.0);
m_Points.push_back(p);
glBindBuffer(GL_ARRAY_BUFFER, m_VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * m_Points.size(), &m_Points[0][0], GL_DYNAMIC_DRAW);
glm::vec3 b(1.0, 0.0, 0.0);
m_Colors.push_back(b);
glBindBuffer(GL_ARRAY_BUFFER, m_VBO_Color);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * m_Colors.size(), &m_Colors[0][0], GL_DYNAMIC_DRAW);
}
The problem is: the initial 4 points shows correctly with 4 different colors, but the AddPoint() never works, I don't see any new points added and rendered.
I know that if I put the vertex location in a single VBO,
such as:
The date array could be:
x, y, z, r, g, b
x, y, z, r, g, b
x, y, z, r, g, b
x, y, z, r, g, b
it works without any issue.
But why it does not work if I put the location and color in different VBOs?
Any ideas? Thanks.
This question(c++ - Storing different vertex attributes in different VBO's - Stack Overflow) is related, but I still don't know why my problem still happens.
EDIT
Rabbid76 point out that glVertexAttribPointer() function only attach(copy) data from the previous bond VBO by glBindBuffer. Which suggest that I can't put the vertex location array and vertex color array in different VBOs?
EDIT2
Is my AddPoint() function wrong here?
glVertexAttribPointer associated the buffer object, which is bound to the GL_ARRAY_BUFFER target, to the specified attribute. The specification is stored in the state vector of the current Vertex Array Object.
The proper buffer object has to be bound by glBindBuffer, before glVertexAttribPointer is invoked:
// the first VBO, it is the coordinates
glGenBuffers(1, &m_VBO);
glBindBuffer(GL_ARRAY_BUFFER, m_VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * sizeof(m_Points), &m_Points[0][0], GL_DYNAMIC_DRAW);
// the second VBO, the color
glGenBuffers(1, &m_VBO_Color);
glBindBuffer(GL_ARRAY_BUFFER, m_VBO_Color);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec3) * sizeof(m_Colors), &m_Colors[0][0], GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, m_VBO); // <--- bind `m_VBO`
glVertexAttribPointer(0, // location = 0 in vertics shader file
3, // the position has X,Y,Z 3 elements
GL_FLOAT, // element type
GL_FALSE, // do not normalize
sizeof(glm::vec3), // Stride
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, m_VBO_Color); // <--- bind `m_VBO_Color`
glVertexAttribPointer(1, // location = 1 in vertics shader file
3, // the position has R,G,B 3 elements
GL_FLOAT, // element type
GL_FALSE, // do not normalize
sizeof(glm::vec3), // Stride
(void *) nullptr); // an offset of into the array, it is 0
I'm trying to render this model in openGL:
model in image viewer
this is my attempt so far:
model rendered by my code
I only gave it the verticies so far, no normals or faces. I'm wondering why it doesn't look full like the first one. Is it because of lack of normals? I'm pretty sure I got the number of verticies/triangles right but I'm not sure if I've made mistakes. What is the next step to fully render the model like the first image?
buffer creation:
//Vertex buffer
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
//color buffer
GLuint colorbuffer;
glGenBuffers(1, &colorbuffer);
glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_color_buffer_data), g_color_buffer_data, GL_STATIC_DRAW);
//create shaders and attach them to a program object
GLuint program = rigShadersToProgram();
GLuint matrixID = glGetUniformLocation(program, "MVP");
rendering loop:
// Rendering loop
while (!glfwWindowShouldClose(window))
{
//clear the screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
////////////////////////////matrix operations/////////////////////////////////////////
//projection matrix 45 degree FoV, 4:3 ratio, display range 0.1 - 100
glm::mat4 projection = glm::perspective(99.0f, 4.0f/3.0f, 0.1f, 100.0f);
//camera matrix
glm::mat4 view = glm::lookAt(
glm::vec3(2, 1, -1), //camera is at (2,1,-1)
glm::vec3(0, 0 , 0), //looks at origin
glm::vec3(0,1, 0) //head is up
);
//model matrix identity matrix
glm::mat4 model = glm::mat4(1.0f);
//rotate
model = glm::rotate(model, e, glm::vec3(1,2,3));
//model-view-projection
glm::mat4 MVP = projection * view * model;
//////////////////////////////////////////////////////////////////////////////////////
//use the compiled shaders
glUseProgram(program);
//send transformation matrix to currently bound shader
glUniformMatrix4fv(matrixID, 1, GL_FALSE, &MVP[0][0]);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
//vertex buffer
glVertexAttribPointer(
0, //index
3, //size
GL_FLOAT, //type
GL_FALSE, //normalized?
0, //stride
0 //array buffer offset
);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, colorbuffer);
//color buffer
glVertexAttribPointer(
1, //index
3, //size
GL_FLOAT, //type
GL_FALSE, //normalized?
0, //stride
0 //array buffer offset
);
//draw triangle
glDrawArrays(GL_TRIANGLES, 0, 12722*3);
std::cout << glfwGetTime() << "\n";
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glfwSwapBuffers(window);
glfwPollEvents();
the model data is stored in an array:
static const GLfloat g_vertex_buffer_data[] = {
-1.557376f, 0.094970f, 0.171995f,
-1.565967f, 0.098142f, 0.171995f,
-1.557376f, 0.094970f, -0.048469f,
-1.565967f, 0.098142f, -0.048469f,
-1.532660f, 0.162907f, -0.048469f,
-1.541251f, 0.166079f, -0.048469f,
-1.444236f, 0.405840f, 0.171996f,
-1.452827f, 0.409013f, 0.171996f,
-1.463533f, 0.352575f, 0.171995f,
-1.472257f, 0.355747f, 0.171995f,
-1.528166f, 0.175331f, 0.011009f,
-1.536757f, 0.178371f, 0.011009f,
-1.538475f, 0.146781f, 0.025019f, ... etc
vertex shader:
#version 430 core
layout(location =0) in vec3 vpos;
layout(location =1) in vec3 vertexColor;
out vec3 fragmentColor;
uniform mat4 MVP;
void main(void)
{
//output position of the vertex in clip space MVP*position
gl_Position = MVP * vec4(vpos,1);
fragmentColor = vertexColor;
};
fragment shader:
#version 430 core
in vec3 fragmentColor;
out vec3 color;
void main()
{
color = fragmentColor;
};
You don't show the actual model loading or rendering code. But what's clear from the screenshot of your program is, that your vertex indexing order is totally messed up. There are vertices connected with each other in your program's drawing that definitely are not connected in the model. Time to recheck the model loader code.
BTW: why did you hardcode the number of vertices to draw in the glDrawArrays call? That doesn't make sense at all.
I am trying to print a simple cube using GLSL but I only get an empty screen. I don't know what I am doing wrong. The vertices, normals, triangles are exported from Blender.
void InitBuffers() {
// monkey vertices, normals
readVerticesNormals();
// cube vertices
glGenVertexArraysAPPLE(1, &CubeVao);
glBindVertexArrayAPPLE(CubeVao);
glGenBuffers(1, &CubeVboPositions);
glBindBuffer(GL_ARRAY_BUFFER,CubeVboPositions);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glGenBuffers(1,&CubeVboColors);
glBindBuffer(GL_ARRAY_BUFFER, CubeVboColors);
glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
glGenBuffers(1, &CubeNormals);
glBindBuffer(GL_ARRAY_BUFFER, CubeNormals);
glBufferData(GL_ARRAY_BUFFER, sizeof(normals), normals, GL_STATIC_DRAW);
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0);
glGenBuffers(1, &CubeIbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, CubeIbo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(triangles), triangles, GL_STATIC_DRAW);
}
I bind the vertex data to the shader.
glBindAttribLocation(ProgramShader, 0, "position");
glBindAttribLocation(ProgramShader, 1, "color");
glBindAttribLocation(ProgramShader, 2, "normal");
Camera is positioned in (0,0,0) looking towards (0,0,-1). The object, in this case the cube, it positioned at (0,0,-4).
The render function is:
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3d(1,0,0);
// set view matrix
ViewMatrix.setView(0,0,0,0,0,-1,0,1,0);
// use shader program
glUseProgram(ProgramShader);
// send uniforms to shader
glUniformMatrix4fv(ProjectionMatrixLocation, 1, false, ProjectionMatrix.m);
glUniformMatrix4fv(ViewMatrixLocation, 1, false, ViewMatrix.m);
glUniformMatrix4fv(ModelMatrixLocation, 1, false, ModelMatrix.m);
glBindVertexArrayAPPLE(CubeVao);
glDrawElements(GL_TRIANGLES, 3*tri_num, GL_UNSIGNED_INT, (void*)0);
glutSwapBuffers();
}
Vertex shader:
attribute vec3 position;
attribute vec3 color;
attribute vec3 normal;
uniform mat4 modelMatrix,viewMatrix,projMatrix;
varying vec4 Normal;
varying vec4 Position;
varying vec4 Color;
void main() {
// position in view space
Position = viewMatrix * modelMatrix * vec4(position, 1.0);
// normal in view space
Normal = normalize(viewMatrix * modelMatrix * vec4(normal, 1.0));
Color = vec4(color, 1.0);
// final position
gl_Position = projMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);
}
Fragment shader:
varying vec4 Normal;
varying vec4 Position;
varying vec4 Color;
void main() {
gl_FragColor = Color;
}
Depending how vertices, colors, etc are defined, sizeof(vertices) may just return the size of the pointer. Try:
3*numVertices*sizeof(float)
I'm working on a rendering engine and so far it's been coming great, but I can not figure out why when I make two drawing calls to render different models, only 1 will show up.
I'm using wxWidgets to handle the window system, the code in question is pasted below. Any suggestions?
Main Rendering Loop
TestShader.Activate();
glUseProgram(TestShader.Program);
ProjectionMatrix = glm::perspective(45.0f, 4.0f / 3.0f, 0.1f, 100.0f);
int projectionMatrixLocation = glGetUniformLocation(TestShader.Program, "ProjectionMatrix");
glUniformMatrix4fv(projectionMatrixLocation, 1, GL_FALSE, glm::value_ptr(ProjectionMatrix));
glm::mat4 ViewMatrix = glm::lookAt(
glm::vec3(position),
glm::vec3(position+direction),
glm::vec3(up)
);
int viewMatrixLocation = glGetUniformLocation(TestShader.Program, "ViewMatrix");
glUniformMatrix4fv(viewMatrixLocation, 1, GL_FALSE, glm::value_ptr(ViewMatrix));
TestModel[1].Draw(TestShader, glm::vec3(0,0,-11));
TestModel[0].Draw(TestShader, glm::vec3(0,0,-1));
Refresh(false);
Model Drawing Function
void E_MODEL::Draw(EShader Shader, glm::vec3 Location)
{
if (!Registered) glGenVertexArrays(1, &VAO[0]);
glBindVertexArray(VAO[0]);
if (!Registered) glGenBuffers(1, &VBO[0]);
glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
if (!Registered) glBufferData(GL_ARRAY_BUFFER, Vertices.size() * sizeof(glm::vec3), &Vertices[0], GL_STATIC_DRAW);
if (!Registered) glGenBuffers(1, &VBO[1]);
glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
if (!Registered) glBufferData(GL_ARRAY_BUFFER, Normals.size() * sizeof(glm::vec3), &Normals[0], GL_STATIC_DRAW);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, VBO[0]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, VBO[1]);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glm::mat4 modelMatrix = glm::translate(glm::mat4(1.0f), Location);
int modelMatrixLocation = glGetUniformLocation(Shader.Program, "modelMatrix");
glUniformMatrix4fv(modelMatrixLocation, 1, GL_FALSE, glm::value_ptr(modelMatrix));
glDrawArrays( GL_TRIANGLES, 0, Vertices.size() );
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
Registered = true;
}
Vertex Shader
#version 330 core
// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec3 vertexColor;
// Output data ; will be interpolated for each fragment.
out vec3 fragmentColor;
// Values that stay constant for the whole mesh.
uniform mat4 ProjectionMatrix;
uniform mat4 ViewMatrix;
uniform mat4 modelMatrix;
void main(){
gl_Position = ProjectionMatrix * ViewMatrix * modelMatrix * vec4(vertexPosition_modelspace,1);
// The color of each vertex will be interpolated
// to produce the color of each fragment
fragmentColor = vertexColor;
}
Fragment Shader
#version 330 core
// Interpolated values from the vertex shaders
in vec3 fragmentColor;
// Ouput data
out vec3 color;
void main(){
// Output color = color specified in the vertex shader,
// interpolated between all 3 surrounding vertices
color = fragmentColor;
}
glClear clears a buffer. With the GL_COLOR_BUFFER_BIT flag, you are clearing the color buffer. With the GL_DEPTH_BUFFER_BIT flag, you are clearing the depth buffer. By doing this each time you draw a model, the color and depth information written previously is cleared. This means you are erasing the image every time you draw a model.
You typically clear the buffers once per "paint" or "present". That is, you clear once, you draw N times, you present once. What you are doing now is clear, draw, clear, draw... present.
TL;DR: Call glClear once, before all of your drawing, not before each draw.
is it the glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); inside the draw function? maybe move that out to before you make the calls the draw functions?