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So I have a program that generates chunk-meshes based on given vertex data. I already have it working without indices, but upon trying to include them into my program, it returns OpenGL error 1285.
I have the arraybuffer and vao calls on different functions, but they look like this:
void Chunk::_loadArrayBuffers()
{
glGenBuffers(1, &_trianglesID);
glGenBuffers(1, &_uvsID);
glGenBuffers(1, &_normalsID);
glGenBuffers(1, &_IndiceID);
glBindBuffer(GL_ARRAY_BUFFER, _trianglesID);
glBufferData(GL_ARRAY_BUFFER,
_triangles.size() * 3 * sizeof(GLfloat),
_triangles.data(),
GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, _uvsID);
glBufferData(GL_ARRAY_BUFFER,
_uvs.size() * 2 * sizeof(GLfloat),
_uvs.data(),
GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, _normalsID);
glBufferData(GL_ARRAY_BUFFER,
_normals.size() * 3 * sizeof(GLfloat),
_normals.data(),
GL_STATIC_DRAW);
if (_indices.size() * 3 > 0)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _IndiceID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
_indices.size() * 3 * sizeof(GLfloat),
_indices.data(),
GL_STATIC_DRAW);
}
}
void Chunk::_makeVAO()
{
glGenVertexArrays(1, &_VAO);
glBindVertexArray(_VAO);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _trianglesID);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, _uvsID);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, _normalsID);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindVertexArray(0);
}
For each mesh, I store the vertex data of each triangle into multiple glm::vec3s, essentially a vector of size 3. My rectangle/face creation function looks like this:
void Chunk::_addRectangle(glm::vec3 center, glm::vec3 height, glm::vec3 width, unsigned tex_num)
{
if (glm::length(height) == 0 || glm::length(width) == 0)
throw std::runtime_error("width or height should not be 0");
glm::vec3 corner1 = center - (height / 2.0) - (width / 2.0);
glm::vec3 corner2 = center - (height / 2.0) + (width / 2.0);
glm::vec3 corner3 = center + (height / 2.0) + (width / 2.0);
glm::vec3 corner4 = center + (height / 2.0) - (width / 2.0);
glm::vec3 normal = glm::cross(height, width);
glm::vec2 uv1;
glm::vec2 uv2;
glm::vec2 uv3;
glm::vec2 uv4;
if (fabs(normal[1]) == 1.0)
{
uv1 = glm::vec2(1.0 / _tex_atlas_width, 1);
uv2 = glm::vec2(1.0 / _tex_atlas_width, 0);
uv3 = glm::vec2(0, 0);
uv4 = glm::vec2(0, 1);
}
else
{
uv1 = glm::vec2(1.0 / _tex_atlas_width, height[1]);
uv2 = glm::vec2(1.0 / _tex_atlas_width, 0);
uv3 = glm::vec2(0, 0);
uv4 = glm::vec2(0, height[1]);
}
float add = (1.0 / double(_tex_atlas_width)) * tex_num;
uv1.x += add;
uv2.x += add;
uv3.x += add;
uv4.x += add;
// triangle 1
_triangles.push_back(corner3);
_triangles.push_back(corner2);
_triangles.push_back(corner1);
_normals.push_back(normal);
_normals.push_back(normal);
_normals.push_back(normal);
_uvs.push_back(uv1);
_uvs.push_back(uv2);
_uvs.push_back(uv3);
_indices.push_back(glm::vec3(nrOfIndices + 0, nrOfIndices + 1, nrOfIndices + 2));
// triangle 2
//_triangles.push_back(corner1);
_triangles.push_back(corner4);
//_triangles.push_back(corner3);
_normals.push_back(normal);
_normals.push_back(normal);
_normals.push_back(normal);
_uvs.push_back(uv3);
_uvs.push_back(uv4);
_uvs.push_back(uv1);
_indices.push_back(glm::vec3(nrOfIndices + 2, nrOfIndices + 3, nrOfIndices + 0));
nrOfIndices += 4;
}
everything worked perfectly until I tried to add indices. What's wrong with it? I double checked the order of the indices and they seem to be correct, so I'm guessing it's an error with how I'm loading the indices, but I just can't figure it out with what I could find on learnopengl and other opengl documentation. Thanks!
The GL_ELEMENT_ARRAY_BUFFER is stated in the Vertex Array Object. See Index buffers.
The instruction
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _IndiceID);
associates _IndiceID to the current Vertex Array Object.
You've to bind the Vertex Array Object, before you specify the element array buffer:
glGenVertexArrays(1, &_VAO);
glBindVertexArray(_VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _IndiceID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
_indices.size() * 3 * sizeof(GLuint),
_indices.data(),
GL_STATIC_DRAW);
Note, also the GL_ARRAY_BUFFER is stated in the state vector of the VAO, but this happens when glVertexAttribPointer is called.
When glVertexAttribPointer is called, then the buffer which is currently bound to the target GL_ARRAY_BUFFER is associated to the vertex attribute with the specified index.
The difference in the behavior of GL_ELEMENT_ARRAY_BUFFER and GL_ARRAY_BUFFER is caused, because a VAO can only refer to 1 index (element) buffer, but it can refer to multiple array buffers. Each attribute (index) can be associated to a different buffer.
Further more the data type of the indices has to be integral. Possible data types are (unsigned) char, short respectively int, which correspond to the OpenGL enumerator constants GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, or GL_UNSIGNED_INT. See glDrawElements
Change the index vector and use glm::ivec3 rather than glm::vec3
std::vector<glm::ivec3> _indices;
_indices.push_back(glm::ivec3(nrOfIndices + 2, nrOfIndices + 3, nrOfIndices + 0));
glDrawElements(GL_TRIANGLES, _indices.size()*3, GL_UNSIGNED_INT, nullptr);
I am trying to render 3D models with textures using Assimp. The conversion goes perfect, all textures positions and what not gets loaded. I have tested the texture images by drawing them to the screen in 2D.
For some reason it does not render the textures to the model.
I am a beginner in OpenGL so forgive me if i dont explain it right.
The tutorial I have based the code on is from here, but i stripped a big part since I have my own camera/movement system.
The model renders like this: http://i.stack.imgur.com/5sK9K.png
whilest the texture in use looks like this: http://i.stack.imgur.com/sWGp7.jpg
The relevant rendering code is the following:
Generating textures from data file:
int Mesh::LoadGLTextures(const aiScene* scene){
if (scene->HasTextures()) return -1; //yes this is correct
/* getTexture Filenames and Numb of Textures */
for (unsigned int m = 0; m<scene->mNumMaterials; m++){
int texIndex = 0;
aiReturn texFound;
aiString path; // filename
while ((texFound = scene->mMaterials[m]->GetTexture(aiTextureType_DIFFUSE, texIndex, &path)) == AI_SUCCESS){
textureIdMap[path.data] = NULL; //fill map with textures, pointers still NULL yet
texIndex++;
}
}
int numTextures = textureIdMap.size();
/* create and fill array with GL texture ids */
GLuint* textureIds = new GLuint[numTextures];
/* get iterator */
std::map<std::string, GLuint>::iterator itr = textureIdMap.begin();
std::string basepath = getBasePath(path);
ALLEGRO_BITMAP *image;
for (int i = 0; i<numTextures; i++){
std::string filename = (*itr).first; // get filename
(*itr).second = textureIds[i]; // save texture id for filename in map
itr++; // next texture
std::string fileloc = basepath + filename; /* Loading of image */
image = al_load_bitmap(fileloc.c_str());
if (image) /* If no error occured: */{
GLuint texId = al_get_opengl_texture(image);
//glGenTextures(numTextures, &textureIds[i]); /* Texture name generation */
glBindTexture(GL_TEXTURE_2D, texId); /* Binding of texture name */
//redefine standard texture values
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); /* We will use linear
interpolation for magnification filter */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); /* We will use linear
interpolation for minifying filter */
textureIdMap[filename] = texId;
} else {
/* Error occured */
std::cout << "Couldn't load Image: " << fileloc.c_str() << "\n";
}
}
//Cleanup
delete[] textureIds;
//return success
return true;
}
Generating VBO/VAO:
void Mesh::genVAOsAndUniformBuffer(const aiScene *sc) {
struct MyMesh aMesh;
struct MyMaterial aMat;
GLuint buffer;
// For each mesh
for (unsigned int n = 0; n < sc->mNumMeshes; ++n){
const aiMesh* mesh = sc->mMeshes[n];
// create array with faces
// have to convert from Assimp format to array
unsigned int *faceArray;
faceArray = (unsigned int *)malloc(sizeof(unsigned int) * mesh->mNumFaces * 3);
unsigned int faceIndex = 0;
for (unsigned int t = 0; t < mesh->mNumFaces; ++t) {
const aiFace* face = &mesh->mFaces[t];
memcpy(&faceArray[faceIndex], face->mIndices, 3 * sizeof(unsigned int));
faceIndex += 3;
}
aMesh.numFaces = sc->mMeshes[n]->mNumFaces;
// generate Vertex Array for mesh
glGenVertexArrays(1, &(aMesh.vao));
glBindVertexArray(aMesh.vao);
// buffer for faces
glGenBuffers(1, &buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * mesh->mNumFaces * 3, faceArray, GL_STATIC_DRAW);
// buffer for vertex positions
if (mesh->HasPositions()) {
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * mesh->mNumVertices, mesh->mVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(vertexLoc);
glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
}
// buffer for vertex normals
if (mesh->HasNormals()) {
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * mesh->mNumVertices, mesh->mNormals, GL_STATIC_DRAW);
glEnableVertexAttribArray(normalLoc);
glVertexAttribPointer(normalLoc, 3, GL_FLOAT, 0, 0, 0);
}
// buffer for vertex texture coordinates
if (mesh->HasTextureCoords(0)) {
float *texCoords = (float *)malloc(sizeof(float) * 2 * mesh->mNumVertices);
for (unsigned int k = 0; k < mesh->mNumVertices; ++k) {
texCoords[k * 2] = mesh->mTextureCoords[0][k].x;
texCoords[k * 2 + 1] = mesh->mTextureCoords[0][k].y;
}
glGenBuffers(1, &buffer);
glEnableVertexAttribArray(texCoordLoc);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 2 * mesh->mNumVertices, texCoords, GL_STATIC_DRAW);
glVertexAttribPointer(texCoordLoc, 2, GL_FLOAT, GL_FALSE, 0, 0);
}
// unbind buffers
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// create material uniform buffer
aiMaterial *mtl = sc->mMaterials[mesh->mMaterialIndex];
aiString texPath; //contains filename of texture
if (AI_SUCCESS == mtl->GetTexture(aiTextureType_DIFFUSE, 0, &texPath)){
//bind texture
unsigned int texId = textureIdMap[texPath.data];
aMesh.texIndex = texId;
aMat.texCount = 1;
} else {
aMat.texCount = 0;
}
float c[4];
set_float4(c, 0.8f, 0.8f, 0.8f, 1.0f);
aiColor4D diffuse;
if (AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_DIFFUSE, &diffuse))
color4_to_float4(&diffuse, c);
memcpy(aMat.diffuse, c, sizeof(c));
set_float4(c, 0.2f, 0.2f, 0.2f, 1.0f);
aiColor4D ambient;
if (AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_AMBIENT, &ambient))
color4_to_float4(&ambient, c);
memcpy(aMat.ambient, c, sizeof(c));
set_float4(c, 0.0f, 0.0f, 0.0f, 1.0f);
aiColor4D specular;
if (AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_SPECULAR, &specular))
color4_to_float4(&specular, c);
memcpy(aMat.specular, c, sizeof(c));
set_float4(c, 0.0f, 0.0f, 0.0f, 1.0f);
aiColor4D emission;
if (AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_EMISSIVE, &emission))
color4_to_float4(&emission, c);
memcpy(aMat.emissive, c, sizeof(c));
float shininess = 0.0;
unsigned int max;
aiGetMaterialFloatArray(mtl, AI_MATKEY_SHININESS, &shininess, &max);
aMat.shininess = shininess;
glGenBuffers(1, &(aMesh.uniformBlockIndex));
glBindBuffer(GL_UNIFORM_BUFFER, aMesh.uniformBlockIndex);
glBufferData(GL_UNIFORM_BUFFER, sizeof(aMat), (void *)(&aMat), GL_STATIC_DRAW);
myMeshes.push_back(aMesh);
}
}
Rendering model:
void Mesh::recursive_render(const aiScene *sc, const aiNode* nd){
// draw all meshes assigned to this node
for (unsigned int n = 0; n < nd->mNumMeshes; ++n){
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, myMeshes[nd->mMeshes[n]].texIndex);
// bind VAO
glBindVertexArray(myMeshes[nd->mMeshes[n]].vao);
// draw
glDrawElements(GL_TRIANGLES, myMeshes[nd->mMeshes[n]].numFaces * 3, GL_UNSIGNED_INT, 0);
}
// draw all children
for (unsigned int n = 0; n < nd->mNumChildren; ++n){
recursive_render(sc, nd->mChildren[n]);
}
}
Any other relevant code parts can be found in my open github project https://github.com/kwek20/StrategyGame/tree/master/Strategy
Mesh.cpp is relevant, as well as main.cpp and Camera.cpp.
As far as I understaind I followed the guidelines well, created a VAO, created VBOs, added data and enabled the proper vertex array attriute tot render the scene with.
I have checked all the data variables and everything is filled according to plan
Could anyone here spot the mistake I have made and or explain it?
Some links are typed weird because of the limit I have :(
It would help if you posted your shaders also.
I can post some rendering code with textures if that helps you out:
Generating the texture for opengl and loading a grayscale (UC8) image with width and height into the GPU
void GLRenderer::getTexture(unsigned char * image, int width, int height)
{
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &mTextureID);
glBindTexture(GL_TEXTURE_2D, mTextureID);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB8, width, height);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_BGR, GL_UNSIGNED_BYTE, image);
if (aux::checkGlErrors(__LINE__, __FILE__))assert(false);
glBindTexture(GL_TEXTURE_2D, 0);
}
Loading the vertices from assimp onto the gpu
//** buffer a obj file-style model, initialize the VAO
void GLRenderer::bufferModel(float* aVertexArray, int aNumberOfVertices, float* aNormalArray, int aNumberOfNormals, float* aUVList, int aNumberOfUVs, unsigned int* aIndexList, int aNumberOfIndices)
{
//** just to be sure we are current
glfwMakeContextCurrent(mWin);
//** Buffer all data in VBOs
glGenBuffers(1, &mVertex_buffer_object);
glBindBuffer(GL_ARRAY_BUFFER, mVertex_buffer_object);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * aNumberOfVertices * 3, aVertexArray, GL_STATIC_DRAW);
glGenBuffers(1, &mNormal_buffer_object);
glBindBuffer(GL_ARRAY_BUFFER, mNormal_buffer_object);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * aNumberOfNormals * 3, aNormalArray, GL_STATIC_DRAW);
glGenBuffers(1, &mUV_buffer_object);
glBindBuffer(GL_ARRAY_BUFFER, mUV_buffer_object);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * aNumberOfUVs * 2, aUVList, GL_STATIC_DRAW);
glGenBuffers(1, &mIndex_buffer_object);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndex_buffer_object);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * aNumberOfIndices, aIndexList, GL_STATIC_DRAW);
if (aux::checkGlErrors(__LINE__, __FILE__))assert(false);
//** VAO tells our shaders how to match up data from buffer to shader input variables
glGenVertexArrays(1, &mVertex_array_object);
glBindVertexArray(mVertex_array_object);
//** vertices first
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, mVertex_buffer_object);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
//** normals next
if (aNumberOfNormals > 0){
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, mNormal_buffer_object);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
}
//** UVs last
if (aNumberOfUVs > 0){
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, mUV_buffer_object);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, NULL);
}
//** indexing for reusing vertices in triangle-meshes
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndex_buffer_object);
//** check errors and store the number of vertices
if (aux::checkGlErrors(__LINE__, __FILE__))assert(false);
mNumVert = aNumberOfVertices;
mNumNormals = aNumberOfNormals;
mNumUVs = aNumberOfUVs;
mNumIndices = aNumberOfIndices;
}
The code above is called like:
//read vertices from file
std::vector<float> vertex, normal, uv;
std::vector<unsigned int> index;
//assimp-wrapping function to load obj to vectors
aux::loadObjToVectors("Resources\\vertices\\model.obj", vertex, normal, index, uv);
mPtr->bufferModel(&vertex[0], static_cast<int>(vertex.size()) / 3, &normal[0], static_cast<int>(normal.size()) / 3, &uv[0], static_cast<int>(uv.size()) / 2, &index[0], static_cast<int>(index.size()));
Then comes the shader-part:
In the vertex shader you just hand-through the UV-coordinate layer
#version 400 core
layout (location = 0) in vec3 vertexPosition_modelspace;
layout (location = 1) in vec3 vertexNormal_modelspace;
layout (location = 2) in vec2 vertexUV;
out vec2 UV;
[... in main then ...]
UV = vertexUV;
While in the fragment shader you assign the value to the pixel:
#version 400 core
in vec2 UV;
uniform sampler2D textureSampler;
layout(location = 0) out vec4 outColor;
[... in main then ...]
// you probably want to calculate lighting here then too, so its just the simplest way to get the texture inside
outColor = vec4(texture2D(textureSampler, UV).rgb, cosAngle);
//you can also check whether the UV coords are correctly bound by using:
outColor = vec4(UV.x, UV.y,1,1);
//and then checking the pixel-values in the resulting image (e.g. render it to a PBO and then download it onto the CPU for)
In the rendering loop also make sure that all the uniforms are correctly bound (especially texture related ones) and that the texture is active and bound
if (mTextureID != -1) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTextureID);
}
GLint textureLocation = glGetUniformLocation(mShaderProgram, "textureSampler");
glUniform1i(textureLocation, 0);
//**set the poligon mode
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
//**drawElements because of indexing
glDrawElements(GL_TRIANGLES, mNumIndices, GL_UNSIGNED_INT, 0);
I hope I could help you!
Kind regards,
VdoP
EDIT: I'm thinking the problem might be when I'm loading the vertices and indices. Maybe focus on that section :)
I'm trying to load a heightmap from a bmp file and displaying it in OpenGL. As with most things I try, everything compiles and runs without errors but nothing is drawn on the screen. I can't seem to isolate the issue that much, since all the code works on its own, but when combined to draw terrain, nothing works.
Terrain class
I have a terrain class. It has 2 VBOs, 1 IBO and 1 VAO. It also stores the vertices, indices, colours of the vertices and the heights. It is loaded from a bmp file.
Loading terrain:
Terrain* Terrain::loadTerrain(const std::string& filename, float height)
{
BitMap* bmp = BitMap::load(filename);
Terrain* t = new Terrain(bmp->width, bmp->length);
for(unsigned y = 0; y < bmp->length; y++)
{
for(unsigned x = 0; x < bmp->width; x++)
{
unsigned char color =
(unsigned char)bmp->pixels[3 * (y * bmp->width + x)];
float h = height * ((color / 255.0f) - 0.5f);
t->setHeight(x, y, h);
}
}
delete bmp;
t->initGL();
return t;
}
Initializing the buffers:
void Terrain::initGL()
{
// load vertices from heights data
vertices = new Vector4f[w * l];
int vertIndex = 0;
for(unsigned y = 0; y < l; y++)
{
for(unsigned x = 0; x < w; x++)
{
vertices[vertIndex++] = Vector4f((float)x, (float)y, heights[y][x], 1.0f);
}
}
// generate indices for indexed drawing
indices = new GLshort[(w - 1) * (l - 1) * 6]; // patch count * 6 (2 triangles per terrain patch)
int indicesIndex = 0;
for(unsigned y = 0; y < (l - 1); ++y)
{
for(unsigned x = 0; x < (w - 1); ++x)
{
int start = y * w + x;
indices[indicesIndex++] = (GLshort)start;
indices[indicesIndex++] = (GLshort)(start + 1);
indices[indicesIndex++] = (GLshort)(start + w);
indices[indicesIndex++] = (GLshort)(start + 1);
indices[indicesIndex++] = (GLshort)(start + 1 + w);
indices[indicesIndex++] = (GLshort)(start + w);
}
}
// generate colours for the vertices
colours = new Vector4f[w * l];
for(unsigned i = 0; i < w * l; i++)
{
colours[i] = Vector4f(0.0f, 1.0f, 0.0f, 1.0f); // let's make the entire terrain green
}
// THIS CODE WORKS FOR CUBES (BEGIN)
// vertex buffer object
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// index buffer object
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// colours vertex buffer object
glGenBuffers(1, &colour_vbo);
glBindBuffer(GL_ARRAY_BUFFER, colour_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(colours), colours, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// create vertex array object
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, colour_vbo);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBindVertexArray(0);
// THIS CODE WORKS FOR CUBES (END)
}
The part where I create the VBOs, IBO and VAO works fine for cubes, they are drawn nicely.
Rendering terrain:
void Terrain::render()
{
glUseProgram(shaderProgram);
glBindVertexArray(vao);
int indices_length = (w - 1) * (l - 1) * 6;
glDrawElements(GL_TRIANGLES, indices_length, GL_UNSIGNED_SHORT, 0);
}
Shaders
These are the vertex and fragment shaders.
Vertex:
#version 330
layout (location = 0) in vec4 position;
layout (location = 1) in vec4 vertexColour;
out vec4 fragmentColour;
uniform vec3 offset;
uniform mat4 perspectiveMatrix;
void main()
{
vec4 cameraPos = position + vec4(offset.x, offset.y, offset.z, 0.0);
gl_Position = perspectiveMatrix * cameraPos;
fragmentColour = vertexColour;
}
Fragment:
#version 330
in vec4 fragmentColour;
out vec4 outputColour;
void main()
{
outputColour = fragmentColour;
}
Perspective matrix
Here are the settings for the "camera":
struct CameraSettings
{
static const float FRUSTUM_SCALE = 1.0f;
static const float Z_NEAR = 0.5f;
static const float Z_FAR = 3.0f;
static float perspective_matrix[16];
};
float CameraSettings::perspective_matrix[16] = {
FRUSTUM_SCALE,
0, 0, 0, 0,
FRUSTUM_SCALE,
0, 0, 0, 0,
(Z_FAR + Z_NEAR) / (Z_NEAR - Z_FAR),
-1.0f,
0, 0,
(2 * Z_FAR * Z_NEAR) / (Z_NEAR - Z_FAR),
0
};
The uniforms get filled in after initGL() is called:
// get offset uniform
offsetUniform = ShaderManager::getUniformLocation(shaderProgram, "offset");
perspectiveMatrixUniform = ShaderManager::getUniformLocation(shaderProgram, "perspectiveMatrix");
// set standard uniform data
glUseProgram(shaderProgram);
glUniform3f(offsetUniform, xOffset, yOffset, zOffset);
glUniformMatrix4fv(perspectiveMatrixUniform, 1, GL_FALSE, CameraSettings::perspective_matrix);
glUseProgram(0);
Could someone check out my code and give suggestions?
I'm pretty sure that when you say :
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
you actually want to say :
glBufferData(GL_ARRAY_BUFFER, sizeof (Vector4f) * w * l, vertices, GL_STATIC_DRAW);
(same to color buffer, etc)
I have a working Vertex-Buffer-Object but I need to add the normals.
The normales are stored in the same array as the vertex positons. They are interleaved
Vx Vy Vz Nx Ny Nz
This is my code so far:
GLfloat values[NUM_POINTS*3 + NUM_POINTS*3];
void initScene() {
for(int i = 0; i < (NUM_POINTS) ; i = i+6){
values[i+0] = bunny[i];
values[i+1] = bunny[i+1];
values[i+2] = bunny[i+2];
values[i+3] = normals[i];
values[i+4] = normals[i+1];
values[i+5] = normals[i+2];
}
glGenVertexArrays(1,&bunnyVAO);
glBindVertexArray(bunnyVAO);
glGenBuffers(1, &bunnyVBO);
glBindBuffer(GL_ARRAY_BUFFER, bunnyVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(bunny), bunny, GL_STATIC_DRAW);
glVertexAttribPointer(0,3, GL_FLOAT, GL_FALSE, 0,0);
glEnableVertexAttribArray(0);
glGenBuffers(1, &bunnyIBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bunnyIBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(triangles), triangles, GL_STATIC_DRAW);
// unbind active buffers //
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void renderScene() {
if (bunnyVBO != 0) {
// x: bind VAO //
glEnableClientState(GL_VERTEX_ARRAY);
glBindVertexArray(bunnyVAO);
glDrawElements(GL_TRIANGLES, NUM_TRIANGLES, GL_UNSIGNED_INT, NULL);
glDisableClientState(GL_VERTEX_ARRAY);
// unbind active buffers //
glBindVertexArray(0);
}
}
I can see something on the screen but it is not right as the normals are not used correctly...
How can I use the values array correctly connected with my code so far.
You need to call glVertexAttribPointer two times, once for the vertices and once for the normals. This is how you tell OpenGL how your data is layed out inside your vertex buffer.
// Vertices consist of 3 floats, occurring every 24 bytes (6 floats),
// starting at byte 0.
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 24, 0);
// Normals consist of 3 floats, occurring every 24 bytes starting at byte 12.
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 24, 12);
This is assuming that your normal attribute in your shader has an index of 1.
in my project I want to display many objects (spheres) using vbo.
I manage to display 1 object without a problem ,but when it comes to 2 or more, all objects(vbos) are replaced by the last defined object(vbo).
CosmicBody(int x)
{
this->verticesSize=0;
//this->VaoId=x;
//this->VaoId=1;
this->VboId=x;
};
void CosmicBody::InitShape(unsigned int uiStacks, unsigned int uiSlices, float fA, float fB, float fC)
{
float tStep = (Pi) / (float)uiSlices;
float sStep = (Pi) / (float)uiStacks;
float SlicesCount=(Pi+0.0001)/tStep;
float StackCount=(2*Pi+0.0001)/sStep;
this->verticesSize=((int) (SlicesCount+1) * (int) (StackCount+1))*2;
glm::vec4 *vertices=NULL;
vertices=new glm::vec4[verticesSize];
int count=0;
for(float t = -Pi/2; t <= (Pi/2)+.0001; t += tStep)
{
for(float s = -Pi; s <= Pi+.0001; s += sStep)
{
vertices[count++]=glm::vec4(fA * cos(t) * cos(s),fB * cos(t) * sin(s),fC * sin(t),1.0f);
vertices[count++]=glm::vec4(fA * cos(t+tStep) * cos(s),fB * cos(t+tStep) * sin(s),fC * sin(t+tStep),1.0f);
}
}
glGenBuffers(1, &VboId);
glBindBuffer(GL_ARRAY_BUFFER, VboId);
glBufferData(GL_ARRAY_BUFFER, 16*verticesSize, vertices, GL_STATIC_DRAW);
glGenVertexArrays(1, &VaoId);
glBindVertexArray(VaoId);
glBindBuffer(GL_ARRAY_BUFFER, VboId);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
delete[] vertices;
}
void CosmicBody::Draw()
{
glBindBuffer(GL_ARRAY_BUFFER, this->VboId);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLE_STRIP, 0,this->verticesSize); //when I replace this->verticesSize with number of vertices of last object ,instead of getting x different objects I get same instances of the last one.
glDisableVertexAttribArray(0);
}
When you use VAO's you should bind VAO for drawing, not the VBO buffer:
void CosmicBody::Draw()
{
glBindVertexArray( this->VaoId ); // <-- this is the difference
glDrawArrays(GL_TRIANGLE_STRIP, 0,this->verticesSize);
glBindVertexArray(0); // unbind the VAO
}
And move the glEnableVertexAttribArray(0); in the CosmicBody::InitShape after you bind VAO, no need to enable/disable it every time you draw:
...
glGenVertexArrays(1, &VaoId);
glBindVertexArray(VaoId);
glEnableVertexAttribArray(0); // <-- here
glBindBuffer(GL_ARRAY_BUFFER, VboId);
...