I'm trying to get some basic shaders working in OpenGL, and I seem to have hit a roadblock at the first barrier. I'm trying to enable some vertex attributes, but I'm getting weird results. I've brought up the draw call in RenderDoc, and only vertex attribute 0 is being enabled. Here is my VAO making code, and my render loop. I'm probably overlooking something really obvious. Thanks!
std::vector<float> positions;
std::vector<float> normals;
std::vector<float> texCoords;
for (auto x : model->positions)
{
positions.push_back(x.x);
positions.push_back(x.y);
positions.push_back(x.z);
}
for (auto x : model->normals)
{
normals.push_back(x.x);
normals.push_back(x.y);
normals.push_back(x.z);
}
for (auto x : model->texCoords)
{
texCoords.push_back(x.x);
texCoords.push_back(x.y);
}
GLuint indicesVBO = 0;
GLuint texCoordsVBO = 0;
GLuint vertsVBO = 0;
GLuint normsVBO = 0;
glGenVertexArrays(1, &model->vao);
glBindVertexArray(model->vao);
glGenBuffers(1, &vertsVBO);
glBindBuffer(GL_ARRAY_BUFFER, vertsVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * positions.size(), positions.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)0);
glEnableVertexAttribArray(0);
glGenBuffers(1, &normsVBO);
glBindBuffer(GL_ARRAY_BUFFER, normsVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * normals.size(), normals.data(), GL_STATIC_DRAW);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)0);
glEnableVertexAttribArray(1);
glGenBuffers(1, &texCoordsVBO);
glBindBuffer(GL_ARRAY_BUFFER, texCoordsVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * texCoords.size(), texCoords.data(), GL_STATIC_DRAW);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)0);
glEnableVertexAttribArray(2);
glGenBuffers(1, &indicesVBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indicesVBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, model->indices.size() * sizeof(uint32_t), model->indices.data(), GL_STATIC_DRAW);
glBindVertexArray(0);
My Render Loop is this:
//I'm aware this isn't usually needed but I'm just trying to make sure
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
for (GamePiece * x : gamePieces)
{
glUseProgram(x->program->programID);
glBindVertexArray(x->model->vao);
glBindTexture(GL_TEXTURE_2D, x->texture->texID);
glDrawElements(GL_TRIANGLES, x->model->indices.size(), GL_UNSIGNED_INT,(void*)0);
}
And my vertex shader:
#version 330 core
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 normal;
layout(location = 2) in vec2 texCoord;
out vec2 outUV;
out vec3 outNormal;
void main()
{
outUV = texCoord;
outNormal = normal;
gl_Position = vec4(position, 1.0f);
}
#version 330
in vec2 inUV;
in vec3 normal;
out vec4 outFragcolor;
uniform sampler2D colourTexture;
void main()
{
outFragcolor = texture2D(colourTexture, inUV);
}
See OpenGL 4.5 Core Profile Specification - 7.3.1 Program Interfaces, page 96:
[...] When a program is linked, the GL builds a list of active resources for each interface. [...] For example, variables might be considered inactive if they are declared but not used in executable code, [...] The set of active resources for any interface is implementation-dependent because it depends on various analysis and optimizations performed by the compiler and linker
This means that, if the compiler and linker determine that the an attribute variable is "not used", when the executable code is executed, then the attribute is inactive.
Inactive attributes are no active program resources and thus not visible in RenderDoc.
Furthermore the output variables of a shader stage are linked to the input variables of the next shader stage by its name.
texCoord is not an active program resource, because it is assigned to the output variable outUV. The fragment shader has no input variable outUV.
Vertex shader:
out vec2 outUV;
out vec3 outNormal;
Fragment shader:
in vec2 inUV;
in vec3 normal;
See Program separation linkage:
Either use the same names for the outputs of the vertex shader and inputs of the fragment shader, or use layout locations to linke the interface variables:
Vertex shader:
layout(location = 0) out vec2 outUV;
layout(location = 1) out vec3 outNormal;
Fragment shader:
layout(location = 0) in vec2 inUV;
layout(location = 1) in vec3 normal;
Related
I'm trying to learn OpenGL and GLSL. I'm trying to draw an imported model, which is stored in three arrays (vertices - array of TVector3, which is a record/struct with X, Y, Z: single/float; normals - array of TVector3; UVs - array of TVector2). The model was drawn fine without using shaders and using old calls such as glTexCoord, glNormal and glVertex. I switched to glDrawArrays because everything is always deprecated and trying to use shaders and glTexCoordPointer didn't work as the layout (location = 2) contained either incorrect UV mapping or none at all (texture is still there because the mesh is given coloring) and glTexCoordPointer didn't affect it at all. However, when trying to use the glVertexAttribPointer approach found on this tutorial nothing is drawn at all. I convert the three arrays into one array of single, but still to no avail. Trying to use glDrawElements results in a SIGSEGV, because I have no indices to provide (also I've read it's slower than glDrawArrays).
I'm lost, is there anything I'm doing wrong? Maybe I'm missing something? Are there any ways to pass arrays of TVectorX without combining them all into one?
My code (Object Pascal, OpenGL 4.3):
type
TVector2 = record
public
X, Y: single;
{...}
end;
TVector3 = record
private
{...}
public
X, Y, Z: single;
{...}
end;
var
MeshArray: array of single;
VertexArray, VertexBuffer: longword;
{Mesh initialization code:}
SetLength(MeshArray, Length(Vertices)*8);
for i:=1 to Length(Vertices) do begin
j := (i-1)*8;
MeshArray[ j ] := Vertices[i-1].X;
MeshArray[j+1] := Vertices[i-1].Y;
MeshArray[j+2] := Vertices[i-1].Z;
MeshArray[j+3] := Normals[i-1].X;
MeshArray[j+4] := Normals[i-1].Y;
MeshArray[j+5] := Normals[i-1].Z;
MeshArray[j+6] := UVs[i-1].X;
MeshArray[j+7] := UVs[i-1].Y;
end;
glGenVertexArrays(1, #VertexArray);
glGenBuffers(1, #VertexBuffer);
glBindVertexArray(VertexArray);
glBindBuffer(GL_ARRAY_BUFFER, VertexBuffer);
glBufferData(GL_ARRAY_BUFFER, SizeOf(MeshArray), #MeshArray, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, SizeOf(single) * 8, PChar(0));
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, SizeOf(single) * 8, PChar(3 * SizeOf(single)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, SizeOf(single) * 8, PChar(6 * SizeOf(single)));
glEnableVertexAttribArray(2);
{Drawing code:}
glActiveTexture(GL_TEXTURE0); //Not necessary
glBindTexture(GL_TEXTURE_2D, mat.Albedo.Data);
glUseProgram(mat.ShaderProgram);
//Draws model correctly, but without UV when using glVertexPointer(3, GL_FLOAT, 0, #Vertices[0]);
glBindVertexArray(VertexArray);
glDrawArrays(GL_TRIANGLES, 0, Length(Vertices));
Vertex shader (MatVertex is just the object and camera matrix):
#version 430 core
layout (location = 0) in vec3 Vertex;
layout (location = 1) in vec3 Normal;
layout (location = 2) in vec2 UV;
out vec3 outVertex;
out vec3 outNormal;
out vec2 outUV;
uniform mat4 MatVertex;
void main(){
gl_Position = vec4(Vertex, 1.0) * MatVertex;
outVertex = Vertex;
outNormal = Normal;
outUV = UV;
}
Fragment shader:
#version 430 core
in vec3 outVertex;
in vec3 outNormal;
in vec2 outUV;
out vec3 color;
uniform sampler2D albedoTex;
void main(){
color = texture(albedoTex, outUV).rgb;
}
The vector needs to be multiplied to the matrix from the tight (see GLSL Programming/Vector and Matrix Operations):
gl_Position = vec4(Vertex, 1.0) * MatVertex;
gl_Position = MatVertex * vec4(Vertex, 1.0);
I'm trying to have 4 integers represent the colors of all the verticii in a VBO by having the stride on the color vertex attribute pointer, however, It seems to only take the value once for the color, and, as a result, assigns the rest of the verticii as black as in the picture: picture. The expected result is that all the verticii will be white.
Here is the relevant pieces of code:
int triangleData[18] =
{
2147483647,2147483647,2147483647,2147483647,//opaque white
0,100, //top
100,-100, //bottom right
-100,-100 //bottom left
};
unsigned int colorVAO, colorVBO;
glGenVertexArrays(1, &colorVAO);
glGenBuffers(1, &colorVBO);
glBindVertexArray(colorVAO);
glBindBuffer(GL_ARRAY_BUFFER, colorVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(triangleData), triangleData, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_INT, GL_FALSE, 2 * sizeof(int), (void*)(4*sizeof(int)));
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 4, GL_INT, GL_TRUE, 0, (void*)0);
glEnableVertexAttribArray(1);
Vertex shader:
#version 330 core
layout (location = 0) in vec2 aPos;
layout (location = 1) in vec4 aColor;
out vec4 Color;
uniform mat4 model;
uniform mat4 view;
uniform mat4 ortho;
void main()
{
gl_Position = ortho * view * model * vec4(aPos, 1.0, 1.0);
Color = aColor;
}
Fragment shader:
#version 330 core
out vec4 FragColor;
in vec4 Color;
void main()
{
FragColor = Color;
}
From the documentation of glVertexAttribPointer:
stride
Specifies the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex attributes are understood to be tightly packed in the array.
Setting the stride to 0 does not mean that the same data is read for each vertex. It means that the data is packed one after the other in the buffer.
If you want all the vertices to use the same data, you can either disable the attribute and use glVertexAttrib, or you can use the separate vertex format (available starting from OpenGL 4.3 or with ARB_vertex_attrib_binding) similar to:
glBindVertexBuffer(index, buffer, offset, 0);
where a stride of 0 really means no stride.
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Closed 2 years ago.
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I want to draw points using opengl shader.
Now my code using glvertex3f(pos.x, pos.y, pos.z) but when too many point to draw using it, it slow. So I want to using shader and glDrawarrays. But its not work. please check my code.
original code :
for (const auto lm : landmarks) {
const openvslam::Vec3_t pos_w = lm->get_pos_in_world();
glColor3ub(lm->color_[0], lm->color_[1], lm->color_[2]);
glVertex3f(pos_w.cast<float>().eval().x(),pos_w.cast<float>().eval().y(), pos_w.cast<float>().eval().z());
}
my code :
for (const auto lm : landmarks) {
const openvslam::Vec3_t pos_w = lm->get_pos_in_world();
int buffer_size = local_landmarks.size();
glGenBuffers(2, buffers_);
glBindBuffer(GL_ARRAY_BUFFER, buffers_[0]);
glm::vec3 pos_pt = glm::vec3(pos_w.cast<float>().eval().x(),pos_w.cast<float>().eval().y(), pos_w.cast<float>().eval().z());
glBufferData(GL_ARRAY_BUFFER, 3*buffer_size*sizeof(float), &pos_pt , GL_DYNAMIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, buffers_[1]);
glm::vec3 color_pt = glm::vec3(lm->color_[0], lm->color_[1], lm->color_[2]);
glBufferData(GL_ARRAY_BUFFER, buffer_size*3*sizeof(float), &color_pt, GL_DYNAMIC_DRAW);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(1);
Eigen::Matrix4f mvp = s_cam_shader_opengl->GetProjectionModelViewMatrix();
//Eigen::Matrix4f mvp = s_cam_shader_opengl->GetProjectionMatrix() * s_cam_shader_opengl->GetModelViewMatrix();
glUniformMatrix4fv(mvp_location, 1, GL_FALSE, mvp.data());
glPointSize(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDrawArrays(GL_POINTS, 0, 3*num);
}
vertex shader
#version 460
uniform mat4 mvpMat;
layout (location = 0) in vec3 test_position;
layout (location = 1) in vec3 test_color;
out vec3 colorr;
void main(void){
colorr = test_color;
gl_Position = vec4(test_position,1.0);
}
fragment shader
#version 460
uniform mat4 mvpMat;
in vec3 colorr;
out vec4 frag_color;
void main(void) {
frag_color = vec4(colorr, 1.0);
}
////////////////////////////////////////////////////////////////////////
+edit
I update code but it said segmentation error.
Whats problem?
struct TLandmarkData
{
glm::vec3 pos;
glm::vec3 color;
};
using TLandmarks = std::vector<TLandmarkData>;
TLandmarks landmarks_;
...
code
...
glUseProgram(points_program_);
while(){
...
for (const auto lm : landmarks) {
TLandmarkData aaa;
glm::vec3 pos_pt = glm::vec3(pos_w.cast<float>().eval().x(),pos_w.cast<float>().eval().y(), pos_w.cast<float>().eval().z());
glm::vec3 color_pt = glm::vec3(lm->color_[0], lm->color_[1], lm->color_[2]);
aaa.pos = pos_pt;
aaa.color = color_pt;
landmarks_.push_back(aaa);
}
...
GLuint vbo_;
GLuint vao_;
glGenBuffers(1, &vbo_);
glBindBuffer(GL_ARRAY_BUFFER, vbo_);
glBufferData(GL_ARRAY_BUFFER, landmarks_.size()*sizeof(*landmarks_.data()), landmarks_.data(), GL_STATIC_DRAW);
glGenVertexArrays(1, &vao_);
glBindVertexArray(vao_);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(TLandmarkData), 0);
glEnableVertexAttribArray( 0 );
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(TLandmarkData), (void*)(sizeof(glm::vec3)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDrawArrays(GL_POINTS, 0, landmarks_.size());
}
vertex shader
#version 460
layout (location = 0) in vec3 test_position;
layout (location = 1) in vec3 test_color;
out vec3 colorr;
void main(void){
colorr = test_color;
gl_Position = vec4(test_position,1.0);
}
fragment shader
#version 460
in vec3 colorr;
out vec4 frag_color;
void main(void) {
frag_color = vec4(colorr, 1.0);
}
+
What you actually do is to create landmarks.size() buffers rather than 1 buffer. You have to create one single buffer. For the best performance gain you have to create tha buffer once (respectively when it changes only) and to do the world transformation in the shader.
Use the following data structure to represent a point (or a similar aggregate):
struct TLandmarkData
{
glm::vec3 pos;
glm::vec3 color;
};
using TLandmarks = std::vector<TLandmarkData>;
Create a Vertex Array Object and a Vertex Buffer Object (once at initialization):
(See also Vertex Specification)
TLandmarks landmarks;
GLuint vbo_;
GLuint vao_;
glGenBuffers(1, &vbo_);
glBindBuffer(GL_ARRAY_BUFFER, vbo_);
glBufferData(GL_ARRAY_BUFFER, landmarks.size()*sizeof(*landmarks.data()), landmarks.data(), GL_STATIC_DRAW);
glGenVertexArrays(1, &vao_);
glBindVertexArray(vao_);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(TLandmarkData), 0);
glEnableVertexAttribArray( 0 );
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(TLandmarkData), (void*)(sizeof(glm::vec3)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
As you can see, you don't need any loop. If the data changes, the buffer (vbo_) can be updated (e.g. glBufferSubData).
When you want to draw the points, then it is sufficient to bind the vertex array object. The count argument to glDrawArrays has to be the number of vertices:
glBindVertexArray(vao_);
glDrawArrays(GL_POINTS, 0, landmarks.size());
Use a Uniform of type mat4, to transform the points to world coordinates in the vertex shader:
#version 460
uniform mat4 mvpMat;
layout (location = 0) in vec3 test_position;
layout (location = 1) in vec3 test_color;
layout (location=0) uniform mat4 worldtransform;
out vec3 colorr;
void main(void){
colorr = test_color;
gl_Position = worldtransform * vec4(test_position,1.0);
}
Set the uniform (update it per frame) by glUniformMatrix4fv after the program is installed by glUseProgram:
glm::mat4 toworld(1.0f);
// set toworld
// [...]
glUseProgram(myProgram);
glUniformMatrix4fv(0, 1, GL_FALSE, glm::value_ptr(toworld));
I wanted to load a model into OpenGL with Assimp.
I am using QT as my framework that provides me with the functions needed.
Baiscally, my program crashes at Mesh::DrawMesh at gl.glDrawElements()...
I bet it has to do with one of my allocations but I don't know.
I am sure the model is loaded correctly because I compared the loaded results ;)
So here I post the initialize function that basically sets up the buffers etc. for that mesh. I think that maybe something went wrong there:
void Mesh::initialize()
{
vao->create();
vbo->create();
ebo->create();
vao->bind();
vbo->bind(); //glBindBuffer(GL_ARRAY_BUFFER, vbo); // Bind vbo
vbo->setUsagePattern(QOpenGLBuffer::StaticDraw);
vbo->allocate(vertices.data(),vertices.size() * sizeof(Vertex)); //glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), vertices.data(), GL_STATIC_DRAW); //Allocates space in bytes
ebo->bind(); //glBindBuffer(GL_ARRAY_BUFFER, ebo);
ebo->setUsagePattern(QOpenGLBuffer::StaticDraw);
ebo->allocate(indices.data(),indices.size()*sizeof(GLuint)); //glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), indices.data(), GL_STATIC_DRAW); //Allocates space in bytes
program->enableAttributeArray(0); //glEnableVertexAttribArray(0); //On layout = 0
program->setAttributeBuffer(0,GL_FLOAT,0,sizeof(Vertex));//glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,sizeof(Vertex),0); // Stride is sizeof(Vertex) ofc, offset is 0 because we want to access Position
program->enableAttributeArray(1); //glEnableVertexAttribArray(1);
program->setAttributeBuffer(1,GL_FLOAT,offsetof(Vertex,Normal),3,sizeof(Vertex)); //glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,sizeof(Vertex), (GLvoid*) offsetof(Vertex, Normal));
program->enableAttributeArray(2);
program->setAttributeBuffer(2,GL_FLOAT,offsetof(Vertex,TextCoords),2,sizeof(Vertex));//glVertexAttribPointer(2,2,GL_FLOAT,GL_FALSE,sizeof(Vertex), (GLvoid*) offsetof(Vertex, TextCoords));
vao->release();
}
This is my Draw method that gets called when the program is bound:
void Mesh::DrawMesh(QOpenGLFunctions_3_3_Core& gl)
{
vao->bind();
qDebug() << vertices.size();
gl.glDrawElements(GL_TRIANGLES, indices.size(),GL_UNSIGNED_INT,0);
vao->release();
}
Vertex Shader:
#version 330 core
layout(location=0) in vec3 position;
layout(location=1) in vec3 normal;
layout(location=2) in vec2 textCoords;
uniform mat4 MVP;
out vec4 color;
void main(void)
{
gl_Position= MVP*vec4(position,1);
color = vec4(0.5,0.5,0.5,0.5);
}
InitializeGL function of my QOpenGLWidget:
void RenderingWindow::initializeGL()
{
this->initializeOpenGLFunctions();
program.create();
program.addShaderFromSourceFile(QOpenGLShader::Vertex, ":/testvert.vert" );
program.addShaderFromSourceFile(QOpenGLShader::Fragment, ":/testfrag.frag");
program.link();
program.bind();
this->glEnable(GL_DEPTH_TEST);
Camera::instance().LookAt(0,0,10, 0,0,0 ,0,1,0);
model.SetProgram(&program);
model.LoadModel(*this, "C:/Users/TestCube.fbx");
program.release();
}
This is my Vertex struct:
struct Vertex
{
QVector3D Position;
QVector3D Normal;
QVector2D TextCoords;
};
I am currently trying to render the value of an integer using a bitmap (think scoreboard for invaders) but I'm having trouble changing texture coordinates while the game is running.
I link the shader and data like so:
GLint texAttrib = glGetAttribLocation(shaderProgram, "texcoord");
glEnableVertexAttribArray(texAttrib);
glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE,
4 * sizeof(float), (void*)(2 * sizeof(float)));
And in my shaders I do the following:
Vertex Shader:
#version 150
uniform mat4 mvp;
in vec2 position;
in vec2 texcoord;
out vec2 Texcoord;
void main() {
Texcoord = texcoord;
gl_Position = mvp * vec4(position, 0.0, 1.0) ;
}
FragmentShader:
#version 150 core
in vec2 Texcoord;
out vec4 outColor;
uniform sampler2D tex;
void main() {
outColor = texture2D(tex, Texcoord);
}
How would I change this code/implement a function to be able to change the texcoord variable?
If you need to modify the texture coordinates frequently, but the other vertex attributes remain unchanged, it can be beneficial to keep the texture coordinates in a separate VBO. While it's generally preferable to use interleaved attributes, this is one case where that's not necessarily the most efficient solution.
So you would have two VBOs, one for the positions, and one for the texture coordinates. Your setup code will look something like this:
GLuint vboIds[2];
glGenBuffers(2, vboIds);
// Load positions.
glBindBuffer(GL_ARRAY_BUFFER, vboIds[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(positions), positions, GL_STATIC_DRAW);
// Load texture coordinates.
glBindBuffer(GL_ARRAY_BUFFER, vboIds[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(texCoords), texCoords, GL_DYNAMIC_DRAW);
Note the different last argument to glBufferData(), which is a usage hint. GL_STATIC_DRAW suggests to the OpenGL implementation that the data will not be modified on a regular basis, while GL_DYNAMIC_DRAW suggests that it will be modified frequently.
Then, anytime your texture data changes, you can modify it with glBufferSubData():
glBindBuffer(GL_ARRAY_BUFFER, vboIds[1]);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(texCoords), texCoords);
Of course if only part of them change, you would only make the call for the part that changes.
You did not specify how exactly the texture coordinates change. If it's just something like a simple transformation, it would be much more efficient to apply that transformation in the shader code, instead of modifying the original texture coordinates.
For example, say you only wanted to shift the texture coordinates. You could have a uniform variable for the shift in your vertex shader, and then add it to the incoming texture coordinate attribute:
uniform vec2 TexCoordShift;
in vec2 TexCoord;
out vec2 FragTexCoord;
...
FragTexCoord = TexCoord + TexCoordShift;
and then in your C++ code:
// Once during setup, after linking program.
TexCoordShiftLoc = glGetUniformLocation(program, "TexCoordShift");
// To change transformation, after glUseProgram(), before glDraw*().
glUniform2f(TexCoordShiftLoc, xShift, yShift);
So I make no promises on the efficiency of this technique, but it's what I do and I'll be damned if text rendering is what slows down my program.
I have a dedicated class to store mesh, which consists of a few vectors of data, and a few GLuints to store pointers to my uploaded data. I upload data to openGL like this:
glBindBuffer(GL_ARRAY_BUFFER, position);
glBufferData(GL_ARRAY_BUFFER, sizeof(vec3) * data.position.size(), &data.position[0], GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, normal);
glBufferData(GL_ARRAY_BUFFER, sizeof(vec3) * data.normal.size(), &data.normal[0], GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, uv);
glBufferData(GL_ARRAY_BUFFER, sizeof(vec2) * data.uv.size(), &data.uv[0], GL_DYNAMIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * data.index.size(), &data.index[0], GL_DYNAMIC_DRAW);
Then, to draw it I go like this:
glEnableVertexAttribArray(positionBinding);
glBindBuffer(GL_ARRAY_BUFFER, position);
glVertexAttribPointer(positionBinding, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(normalBinding);
glBindBuffer(GL_ARRAY_BUFFER, normal);
glVertexAttribPointer(normalBinding, 3, GL_FLOAT, GL_TRUE, 0, NULL);
glEnableVertexAttribArray(uvBinding);
glBindBuffer(GL_ARRAY_BUFFER, uv);
glVertexAttribPointer(uvBinding, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index);
glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, NULL);
glDisableVertexAttribArray(positionBinding);
glDisableVertexAttribArray(normalBinding);
glDisableVertexAttribArray(uvBinding);
This setup is designed for a full fledged 3D engine, so you can definitely tone it down a little. Basically, I have 4 buffers, position, uv, normal, and index. You probably only need the first two, so just ignore the others.
Anyway, each time I want to draw some text, I upload my data using the first code chunk I showed, then draw it using the second chunk. It works pretty well, and it's very elegant. This is my code to draw text using it:
vbo(genTextMesh("some string")).draw(); //vbo is my mesh containing class
I hope this helps, if you have any questions feel free to ask.
I use a uniform vec2 to pass the texture offset into the vertex shader.
I am not sure how efficient that is, but if your texture coordinates are the same shape, and just moved around, then this is an option.
#version 150
uniform mat4 mvp;
uniform vec2 texOffset;
in vec2 position;
in vec2 texcoord;
out vec2 Texcoord;
void main() {
Texcoord = texcoord + texOffset;
gl_Position = mvp * vec4(position, 0.0, 1.0) ;
}