I am currently trying to create a tilemap using instanced drawing. I have been able to draw multiple instances of a tile by sending the vertices corresponding to the geometry combined with the texture coordinates and the offsets of each tiles in a separate VBO and using the attribute divisor.
This however allows me to use only one texture. So I splitted the texture coordinates from the vertices and created a separate VBO like for the offsets, but it doesn't generate the expected results. Let's say the coordinates I send are the coordinates that match the first texture in the atlas for the first tile and the coordinates that match the second texture for the other tiles, if I use glAttributeDivisor(1, 0), all the tiles use only the first texture. If I use any other value, I get some sort of checker pattern with only one pixel of each texture used for the entire tile.
Here's what it does when the attribute divisior is 0:
And this is when the attribute divisor is at 1:
Normally, the first tile in the bottom left corner should be a grass tile, like when the divisor is 0, and all the others should be a dirt tile.
This is what I do to create the buffers:
TileMap::TileMap(std::vector<glm::vec2> positions, std::vector<glm::vec2> texCoords, glm::vec2 tileSize,
std::shared_ptr<graphics::Shader> shader,
std::shared_ptr<graphics::Texture> texture) :
m_positions(positions), m_texCoords(texCoords), m_tileSize(tileSize), m_shader(shader), m_texture(texture) {
m_model = glm::mat4();
m_model = glm::scale(m_model, glm::vec3(tileSize, 1.0f));
GLfloat vertices[] =
{
// Positions
1.0f, 1.0f, // Top Right
1.0f, 0.0f, // Bottom Right
0.0f, 0.0f, // Bottom Left
0.0f, 1.0f // Top Left
};
GLuint indices[] =
{
0, 1, 3,
1, 2, 3
};
glGenVertexArrays(1, &m_vao);
glGenBuffers(1, &m_vbo);
glGenBuffers(1, &m_ebo);
glGenBuffers(1, &m_textureVbo);
glBindBuffer(GL_ARRAY_BUFFER, m_textureVbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec2) * m_texCoords.size(), &m_texCoords[0], GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenBuffers(1, &m_instanceVbo);
glBindBuffer(GL_ARRAY_BUFFER, m_instanceVbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(glm::vec2) * m_positions.size(), &m_positions[0], GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(m_vao);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, m_textureVbo);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), (GLvoid*)0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, m_instanceVbo);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), (GLvoid*)0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glVertexAttribDivisor(1, 0);
glVertexAttribDivisor(2, 1);
glBindVertexArray(0);
}
And this is how I generate the tilemap:
std::vector<glm::vec2> positions;
std::vector<glm::vec2> texCoords;
bool test = false;
for(float i = 0.0f; i < 7.0f; i++) {
for(float j = 0.0f; j < 7.0f; j++) {
positions.push_back(glm::vec2(j, i));
if(test){
texCoords.push_back(glm::vec2(1.0f, 1.0f)); // Top Right
texCoords.push_back(glm::vec2(1.0f, 0.0f)); // Bottom Right
texCoords.push_back(glm::vec2(0.5f, 0.0f)); // Bottom Left
texCoords.push_back(glm::vec2(0.5f, 1.0f)); // Top Left
} else {
texCoords.push_back(glm::vec2(0.5f, 1.0f)); // Top Right
texCoords.push_back(glm::vec2(0.5f, 0.0f)); // Bottom Right
texCoords.push_back(glm::vec2(0.0f, 0.0f)); // Bottom Left
texCoords.push_back(glm::vec2(0.0f, 1.0f)); // Top Left
}
test = true; //This is just to test the texture switching after the first tile
}
}
graphics::TileMap tileMap(positions, texCoords, glm::vec2(64.0f), shader, texture);
I am not really familiar with OpenGl so I have absolutely no idea what is causing this nor what to use so that each quad read the 4 texture coordinates that should by tied to them.
Related
I am trying to draw shapes onto my application. I have added #include <glad/glad.h> into my code.
I set my vertex array, vertex buffer & index buffer as unsigned ints in my header file.
In my application.h file I added this:
unsigned int m_FCvertexArray; // Textured Phong VAO
unsigned int m_FCvertexBuffer;// Textured Phong VBO
unsigned int m_FCindexBuffer; // Index buffer for texture Phong cube
In my application.cpp in my constructor I added this:
Application::Application()
{
//------------- OPENGL VALUES -----------//
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
// Enabling backface culling to ensure triangle vertices are correct ordered (CCW)
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
////--------DRAW VERTICES---------//
float FCvertices[3 * 3] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
glGenVertexArrays(1, &m_FCvertexArray);
glBindVertexArray(m_FCvertexArray);
glCreateBuffers(1, &m_FCvertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, m_FCvertexBuffer);
//
//
glBufferData(GL_ARRAY_BUFFER, sizeof(FCvertices), FCvertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(sizeof(float) * 3));
////--------DRAW INDICES---------//
glCreateBuffers(1, &m_FCindexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, m_FCindexBuffer);
unsigned int indices[3] = {0, 1, 2};
glBufferData(GL_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
}
in my void Application::run() I added:
glUseProgram(m_FCprogram);
glBindVertexArray(m_FCvertexArray);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, nullptr);
now the problem is when I run the code, it gives me the error mentioned on the title:
Exception thrown at 0x000000005D78F420 (nvoglv64.dll) in Sandbox.exe: 0xC0000005: Access violation reading location 0x0000000000000000.
I've been trying ways to fix this but it seems not to work. and if i comment out glDrawElements, the code runs and works but no shapes are drawn (obvious).
When you create the index buffer, you need to use GL_ELEMENT_ARRAY_BUFFER instead of GL_ARRAY_BUFFER.
I'm learning OpenGL and I'm trying to implement some particles in my application.
To do so, I followed some courses.
But when I try to render my particles, nothing happen, it doesn't even enter the shader (I tried to put some infinite loop in it and nothing happened). I tried a lot of thing, maybe there is something I did not understand..
I created a class Particle, with a constructor, an update and a draw method, I followed every step of the course, and adapted it to my class (the course is doing everything in the main loop).
My particles class got some private members:
private:
size_t maxSize_;
std::vector<float> quadData_;
unsigned int dataVbo_;
std::vector<float> posData_;
unsigned int posVbo_;
std::vector<float> colorData_;
unsigned int colorVbo_;
std::list<Particle> allParticles_;
and here is the initialization of Particles:
Particles::Particles(size_t maxSize)
: maxSize_(maxSize), quadData_({-0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f, -0.5f, 0.5f, 0.0f, 0.5f, 0.5f, 0.0f})
{
posData_.resize(maxSize_*4);
colorData_.resize(maxSize_*4);
glGenBuffers(1, &dataVbo_);
glBindBuffer(GL_ARRAY_BUFFER, dataVbo_);
glBufferData(GL_ARRAY_BUFFER, quadData_.size() * sizeof(float), quadData_.data(), GL_STATIC_DRAW);
// The VBO containing the positions and sizes of the particles
glGenBuffers(1, &posVbo_);
glBindBuffer(GL_ARRAY_BUFFER, posVbo_);
// Initialize with empty (NULL) buffer : it will be updated later, each frame.
glBufferData(GL_ARRAY_BUFFER, maxSize_ * 4 * sizeof(float), NULL, GL_STREAM_DRAW);
// The VBO containing the colors of the particles
glGenBuffers(1, &colorVbo_);
glBindBuffer(GL_ARRAY_BUFFER, colorVbo_);
// Initialize with empty (NULL) buffer : it will be updated later, each frame.
glBufferData(GL_ARRAY_BUFFER, maxSize_ * 4 * sizeof(float), NULL, GL_STREAM_DRAW);
}
and the draw:
void Particles::draw(){
size_t count(posData_.size());
glBindBuffer(GL_ARRAY_BUFFER, posVbo_);
glBufferData(GL_ARRAY_BUFFER, maxSize_ * 4 * sizeof(float), NULL, GL_STREAM_DRAW); // Buffer orphaning, a common way to improve streaming perf. See above link for details.
glBufferSubData(GL_ARRAY_BUFFER, 0, count * sizeof(float), posData_.data());
glBindBuffer(GL_ARRAY_BUFFER, colorVbo_);
glBufferData(GL_ARRAY_BUFFER, maxSize_ * 4 * sizeof(float), NULL, GL_STREAM_DRAW); // Buffer orphaning, a common way to improve streaming perf. See above link for details.
glBufferSubData(GL_ARRAY_BUFFER, 0, count * sizeof(float) * 4, colorData_.data());
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, dataVbo_);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*) 0);
// 2nd attribute buffer : positions of particles' centers
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, posVbo_);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, (void*) 0);
// 3rd attribute buffer : particles' colors
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, colorVbo_);
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, 0, (void*) 0);
glVertexAttribDivisor(0, 0); // particles vertices : always reuse the same 4 vertices -> 0
glVertexAttribDivisor(1, 1); // positions : one per quad (its center) -> 1
glVertexAttribDivisor(2, 1); // color : one per quad -> 1
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, count);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
}
And in my main loop I'm doing this:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
myParticules.update(elapsedTime);
glDisable(GL_DEPTH_TEST);
glUseProgram(_particleShad);
myParticles.draw();
I'm also sending some uniform vec and mat, but nothing important.
In my shader I only try to do this:
Vertex :
gl_Position = vec4(squareVertices.xyz, 1);
//squareVertices contain the vertices of my square for my particles
Fragment :
color = vec4(1, 1, 1, 1);
I don't find anything wrong, I really need some help, I'm totally lost.
You must create a VAO (Vertex Array Object):
class Particles {
private:
// add:
GLuint vao;
...
Initialization:
Particles::Particles(size_t maxSize)
: maxSize_(maxSize), quadData_({-0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f, -0.5f, 0.5f, 0.0f, 0.5f, 0.5f, 0.0f})
{
posData_.resize(maxSize_*4);
colorData_.resize(maxSize_*4);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &dataVbo_);
glBindBuffer(GL_ARRAY_BUFFER, dataVbo_);
glBufferData(GL_ARRAY_BUFFER, quadData_.size() * sizeof(float), quadData_.data(), GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*) 0);
// The VBO containing the positions and sizes of the particles
glGenBuffers(1, &posVbo_);
glBindBuffer(GL_ARRAY_BUFFER, posVbo_);
// Initialize with empty (NULL) buffer : it will be updated later, each frame.
glBufferData(GL_ARRAY_BUFFER, maxSize_ * 4 * sizeof(float), NULL, GL_STREAM_DRAW);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, (void*) 0);
// The VBO containing the colors of the particles
glGenBuffers(1, &colorVbo_);
glBindBuffer(GL_ARRAY_BUFFER, colorVbo_);
// Initialize with empty (NULL) buffer : it will be updated later, each frame.
glBufferData(GL_ARRAY_BUFFER, maxSize_ * 4 * sizeof(float), NULL, GL_STREAM_DRAW);
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, 0, (void*) 0);
glVertexAttribDivisor(0, 0); // particles vertices : always reuse the same 4 vertices -> 0
glVertexAttribDivisor(1, 1); // positions : one per quad (its center) -> 1
glVertexAttribDivisor(2, 1); // color : one per quad -> 1
}
Drawing code:
void Particles::draw(){
size_t count(posData_.size());
glBindBuffer(GL_ARRAY_BUFFER, posVbo_);
glBufferSubData(GL_ARRAY_BUFFER, 0, count * sizeof(float), posData_.data());
glBindBuffer(GL_ARRAY_BUFFER, colorVbo_);
glBufferSubData(GL_ARRAY_BUFFER, 0, count * sizeof(float) * 4, colorData_.data());
glBindVertexArray(vao);
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, count);
}
Notice how you don't need to update your VAO state during the draw() call, only during the initialization.
actually Im a bit confused about using glBufferSubData and glMapBuffer. In my program I'm loading a mesh of Triangles so i created a Struct of Vertex and initialized my VertexBuffer with the data of whole mesh. I implemented ray-casting and ray-triangle intersection. What im trying to do is, if my cursor intersects with the mesh, the intersected triangle changes his color as long its get intersected. Its working at the moment but when I try to load a bigger mesh with 50.000+ Vertices it doesnt work anymore. I am updating my whole VBO with glBufferData because I dont understand how I can update only Color of Triangles with glBufferSubData. Can someone explain me how I can update only the specific part (e.g. Color) of my VBO ?
struct Vertex
{
glm::vec3 Pos;
glm::vec3 Normal;
glm::vec3 Color;
};
VertexBuffer(void* vertices, size_t size)
{
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, size, vertices, GL_DYNAMIC_DRAW);
glBindVertexArray(0);
}
void Render()
{
glBindVertexArray(vertexBuffer->VAO);
glUseProgram(Fill->program);
glUniformMatrix4fv(glGetUniformLocation(Fill->program, "model"), 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(glGetUniformLocation(Fill->program, "view"), 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(glGetUniformLocation(Fill->program, "projection"), 1, GL_FALSE, glm::value_ptr(proj));
for (int j = 0; j < numVertices; j += 3){
if (intersectPlane(this->Vertices[j], this->Vertices[j + 1], this->Vertices[j + 2], ray, orig)){
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer->buffer);
this->Vertices[j].Color = glm::vec3(1.0, 0.0, 0.0);
this->Vertices[j + 1].Color = glm::vec3(1.0, 0.0, 0.0);
this->Vertices[j + 2].Color = glm::vec3(1.0, 0.0, 0.0);
glBufferData(GL_ARRAY_BUFFER, numVertices * sizeof(Vertex), Vertices, GL_DYNAMIC_DRAW);
}
else{
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer->buffer);
this->Vertices[j].Color = glm::vec3(0.695f, 0.695f, 0.695f);
this->Vertices[j + 1].Color = glm::vec3(0.695f, 0.695f, 0.695f);
this->Vertices[j + 2].Color = glm::vec3(0.695f, 0.695f, 0.695f);
glBufferData(GL_ARRAY_BUFFER, numVertices * sizeof(Vertex), Vertices, GL_DYNAMIC_DRAW);
}
}
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer->buffer);
GLuint posLoc = glGetAttribLocation(Fill->program, "Position");
GLuint norm = glGetAttribLocation(Fill->program, "Normal");
GLuint colo = glGetAttribLocation(Fill->program, "Color");
glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, Pos));
glVertexAttribPointer(norm, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, Normal));
glVertexAttribPointer(colo, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, Color));
glEnableVertexAttribArray(posLoc);
glEnableVertexAttribArray(norm);
glEnableVertexAttribArray(colo);
glDrawArrays(GL_TRIANGLES, 0, numVertices);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glUseProgram(0);
}
glBufferSubData updates part (or the whole) of the buffer without the need to recreate it.
In your case you can do some calculus to know the position in bytes inside the buffer (so called "offset") of the edge currently selected, and update the buffer just for that pair of vertices.
glMapBuffer gives you a (virtual) pointer to the buffer. You can read or write to that address directly using your C/C++ functions. Be aware to "unmap" when done.
Now, your buffer layout is Pos,Normal,Color and repeat. So: PxPyPzNxNyNzCrCgCbPxPyPzNxNyNzCrCgCbPxPyPzNxNyNzCrCgCb... "interleaved data". You must be carefull with the positions (bytes) you update.
I'm using shaders and modern OpenGL. I tried glGetError() checks but no error is returned, I also tried debugging with apitrace, but I couldn't find anything. I'm not even sure if the problem is initialization or drawing code.
Sprite init:
void Sprite::init(float _x, float _y, float _width, float _height, const char* texture_path) {
x = _x;
y = _y;
width = _width;
height = _height;
texture.init(texture_path);
glGenBuffers(1, &vbo);
glGenBuffers(1, &ebo);
// This array will hold our vertex data
// We need 4 vertices, and each vertex has 2 floats for X and Y
Vertex vertexData[4];
// Top right
vertexData[0].set_position(x + width, y + height);
vertexData[0].set_uv(1.0f, 1.0f);
// Bottom right
vertexData[1].set_position(x + width, y);
vertexData[1].set_uv(1.0f, 0.0f);
// Bottom left
vertexData[2].set_position(x, y);
vertexData[2].set_uv(0.0f, 0.0f);
// Top left
vertexData[3].set_position(x, y + height);
vertexData[3].set_uv(0.0f, 1.0f);
for (int i = 0; i < 4; i++) {
vertexData[i].set_color(255, 255, 255, 255);
}
GLuint indices[] = { // Note that we start from 0!
0, 1, 3, // First Triangle
1, 2, 3 // Second Triangle
};
// Bind the vertex buffer object (active buffer)
glBindBuffer(GL_ARRAY_BUFFER, vbo);
// Upload the buffer data to GPU
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData), vertexData, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
// Unbind the buffer
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
Sprite draw:
void Sprite::draw() {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture.id);
// Bind the buffer object
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
// Tell OpenGL that we want to use the first attribute array
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
// This is the position attribute pointer
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, position));
// This is the color attribute pointer
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), (void*)offsetof(Vertex, color));
// This is the UV attribute pointer
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, uv));
// Draw the 4 vertices to the screen
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// Disable the vertex attrib array
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
// Unbind the VBO and EBO
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
Rendering code:
Sprite sprite;
sprite.init(0, 0, 500, 500, "assets/textures/awesomeface.png");
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Enable shader
shader_program.enable();
sprite.draw();
// Disable shader
shader_program.disable();
// Swap buffers
window.swap_window();
You need to call glEnable(GL_TEXTURE_2D); to enable use of textures. It would also be preferable to disable it as soon as you are done using that utility, simply by putting glDisable(GL_TEXTURE2D); as soon as you have finished drawing, or whenever you are done working with textures. Hope this helps! I had this problem as well, and it took me a good 3 days of staring at a blinking cursor to figure out.
I know in 2.0- openGL we can draw a line simply like this.
glBegin(GL_LINES);
glVertex3f(20.0f,150.0f,0.0f);
glVertex3f(220.0f,150.0f,0.0f);
glVertex3f(200.0f,160.0f,0.0f);
glVertex3f(200.0f,160.0f,0.0f);
glEnd();
but how to do similar thing in modern openGL(3.0+)
I have read Drawing round points using modern OpenGL but the answer is not about certain point,since I want to draw polygon with points have certain coordinates,it's not quite helpful.
I use this code,but it shows nothing except a blue background.what do I missed?
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
static const GLfloat g_vertex_buffer_data[] = {
20.0f, 150.0f, 0.0f, 1.0f,
220.0f, 150.0f, 0.0f, 1.0f,
200.0f, 160.0f, 0.0f, 1.0f
};
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);
do{
// Clear the screen
glClear( GL_COLOR_BUFFER_BIT );
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
4, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// Draw the triangle !
glDrawArrays(GL_LINES, 0, 2); // 3 indices starting at 0 -> 1 triangle
glDisableVertexAttribArray(0);
// Swap buffers
glfwSwapBuffers(window);
} // Check if the ESC key was pressed or the window was closed
while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS &&
glfwWindowShouldClose(window) == 0 );
1) You have to define an array of vertices, that contain the points of your polygon lines. Like in your example:
GLfloat vertices[] =
{
20.0f, 150.0f, 0.0f, 1.0f,
220.0f, 150.0f, 0.0f, 1.0f,
200.0f, 160.0f, 0.0f, 1.0f
};
2) You have to define and bind a Vertex Buffer Object (VBO) to be able to pass your vertices to the vertex shader. Like this:
// This is the identifier for your vertex buffer
GLuint vbo;
// This creates our identifier and puts it in vbo
glGenBuffers(1, &vbo);
// This binds our vbo
glBindBuffer(GL_ARRAY_BUFFER, vbo);
// This hands the vertices into the vbo and to the rendering pipeline
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
3) Now we are ready to draw. Doing this:
// "Enable a port" to the shader pipeline
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
// pass information about how vertex array is composed
glVertexAttribPointer(0, // same as in glEnableVertexAttribArray(0)
4, // # of coordinates that build a vertex
GL_FLOAT, // data type
GL_FALSE, // normalized?
0, // stride
(void*)0);// vbo offset
glDrawArrays(GL_LINES, 0, 2);
glDisableVertexAttribArray(0);
Step 1) and 2) can be done before rendering as initialization. Step 3) is done in your rendering loop. Also you'll need a vertex shader and a fragment shader to visualize the line with color.
If you don't know anything about these things and like to start with OpenGL 3, I'd suggest to start over with a tutorial like this:
http://www.opengl-tutorial.org/beginners-tutorials/tutorial-1-opening-a-window/