OpenGL : multiple VAOs for one VBO - c++

I'm a newbie to OpenGL and I'm trying draw two triangles using two VAOs and only one VBO. Even if after some research, I came to have a better understanding of VAO, VBO and how the needed glew functions work, I have no clue why my program displays only one triangle instead of two. Can somebody help?
...
GLfloat points[] = {
0.5f, 0.5f, 0.0f, //First Triangle
-0.5f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.0f, 0.0f, //Second Triangle
-1.0f, 0.0f, 0.0f,
0.0f, -1.0f, 0.0f
};
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
GLuint vao1;
glGenVertexArrays(1, &vao1);
glBindVertexArray(vao1);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
GLuint vao2;
glGenVertexArrays(1, &vao2);
glBindVertexArray(vao2);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (char*)NULL + 9);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
...
while (!glfwWindowShouldClose(window))
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(shader_program);
glBindVertexArray(vao1);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glBindVertexArray(vao2);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glUseProgram(0);
glfwPollEvents();
glfwSwapBuffers(window);
}
...

The last parameter for this function call is incorrect:
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (char*)NULL + 9);
You're telling it to add 9 bytes, but your points are floats
Try this:
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (char*)NULL + 9 * sizeof(float));

Related

Drawing multiple triangles with different VAOs and VBOs

I'm trying to draw two triangles using separate VAOs and VBOs but while execution I see only one triangle being rendered. Below is my code snippet. I'm not sure where I'm messing up.
I'm using glfw and glew.
.....
//initialization and creating shader program
.....
GLfloat vertices[] = {
-0.9f, -0.5f, 0.0f, // Left
-0.0f, -0.5f, 0.0f, // Right
-0.45f, 0.5f, 0.0f, // Top
};
GLfloat vertices2[] = {
0.0f, -0.5f, 0.0f, // Left
0.9f, -0.5f, 0.0f, // Right
0.45f, 0.5f, 0.0f // Top
};
GLuint VBO1, VAO1, EBO;
glGenVertexArrays(1, &VAO1);
glGenBuffers(1, &VBO1);
glGenBuffers(1, &EBO);
GLuint VBO2, VAO2;
glGenBuffers(1, &VAO2);
glGenBuffers(1, &VBO2);
glBindVertexArray(VAO1);
glBindBuffer(GL_ARRAY_BUFFER, VBO1);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
//glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)nullptr);
glEnableVertexAttribArray(0);
//glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glBindVertexArray(VAO1);
glBindBuffer(GL_ARRAY_BUFFER, VBO2);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices2), vertices2, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)nullptr);
glEnableVertexAttribArray(0);
//glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(ShaderProgramID);
glBindVertexArray(VAO1);
glDrawArrays(GL_TRIANGLES, 0, 3);
//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
//glBindVertexArray(0);
glBindVertexArray(VAO2);
glDrawArrays(GL_TRIANGLES, 0, 3);
//glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
//glBindVertexArray(0);
glfwSwapBuffers(window);
}
glDeleteVertexArrays(1, &VAO1);
glDeleteVertexArrays(1, &VAO2);
glDeleteBuffers(1, &VBO1);
glDeleteBuffers(1, &VBO2);
glfwTerminate();
...
Although if I create VAOs and VBOs as array like below and change the code above code accordingly I see both the triangles. I'm unable to understand why is it so?
GLuint VAO[2], VBO[2];
GLuint VBO2, VAO2;
glGenBuffers(1, &VAO2);
...
glBindVertexArray(VAO2);
You've initialized VAO2 as a buffer, not a VAO.

glDrawElements() not working

This has been bothering me for the last days and I can't figure out why.
I know there are a lot of questions like this one here on stackoverflow but none seem to solve my issue.
So here it is the initialization code:
GLuint EBO[1];
GLuint VAO[1];
GLuint VBO[1];
static vec2 tri_pos[8] = {
{-1.0f, -1.0f},
{-1.0f, -1.0f},
{-1.0f, 1.0f},
{-1.0f, 1.0f},
{ 1.0f, -1.0f},
{ 1.0f, -1.0f},
{ 1.0f, 1.0f},
{ 1.0f, 1.0f} };
static GLuint tri_indices[] = { 0, 1, 2 };
glGenBuffers(1, EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO[0]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(tri_indices), tri_indices, GL_STATIC_DRAW);
glCreateVertexArrays(1, VAO2);
glBindVertexArray(VAO2[0]);
glCreateBuffers(1, VBO2);
glBindBuffer(GL_VERTEX_ARRAY, VBO2[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(tri_pos), tri_pos, GL_STATIC_DRAW);
glVertexAttribPointer(4, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glEnableVertexAttribArray(4);
Here I create the buffers and bind them accordingly. I create the VAO, the VBO and the Element Buffer Object.
Then I assign the tri_pos array to a vec4 in the shader and enable it.
After that I call the draw() function to draw the triangles in this case:
//...
glClearBufferfv(GL_COLOR, 0, cColor);
glBindVertexArray(VAO2[0]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO[0]);
glBindBuffer(GL_VERTEX_ARRAY, VBO2[0]);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_INT, nullptr);
//glDrawArrays(GL_TRIANGLES, 0, 3);
//glDrawArrays(GL_TRIANGLES, 5, 3);
//glDrawArraysInstanced(GL_TRIANGLES, 0, 3, 1);
//glMultiDrawArrays(GL_TRIANGLES, tri_indices, count, 2);
Here I use glDrawElements() with nullptr because Im using a EBO.
Everything compiles just fine. But at runtime it just crashes. I have no clue what I am missing. All the buffers seem me about right.
Anyone got any clue?
This line is wrong:
glCreateBuffers(1, VAO2);
You are creating a buffer but you probably want to create a vertex array:
glCreateVertexArrays(1, VAO2);
Also replace these calls:
glBindBuffer(GL_VERTEX_ARRAY, VBO2[0]);
with:
glBindBuffer(GL_ARRAY_BUFFER, VBO2[0]);

OpenGL - Properly separating VAO definition from VBO and other buffers creation

Running a very simple draw a triangle example, I'm trying to find out which lines refer specifically to the VAO definition and which others can run apart.
Currently I'm using this code:
Buffer creation & filling:
TriangleVertices = new float[9]
{
0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
};
TriangleColors = new float[12]
{
1.0f, 0.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
};
glGenBuffers(1, &VertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, VertexBuffer);
glBufferData(GL_ARRAY_BUFFER, 9*sizeof(float), TriangleVertices, GL_STATIC_DRAW);
glGenBuffers(1, &ColorsBuffer);
glBindBuffer(GL_ARRAY_BUFFER, ColorsBuffer);
glBufferData(GL_ARRAY_BUFFER, 12*sizeof(float), TriangleColors, GL_STATIC_DRAW);
glGenVertexArrays(1, &VAOID);
VAO definition:
glBindVertexArray(VAOID);
glBindBuffer(GL_ARRAY_BUFFER, VertexBuffer);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, ColorsBuffer);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
Drawing Loop
glBindVertexArray(VAOID);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
The example runs fine if in the drawing loop I include the VAO definition each frame, but it doesn't work if I define the VAO only once before starting to draw so I guess the VAO definition lacks some code.
What am I missing?
EDIT: The code in the question was correct. The problem was coming from collision with other OpenGL calls I thought I wasn't running.
The code described below is just situational. As #derhass commented, there is no need to enable nor disable VertexAttribArray when making the draw call.
...
Old answer:
Unbindinding and disabling each element when not needed anymore fixed the problem, but I don't know if this solution can be widespread or it is specific to my environment only.
Buffer creation & filling:
TriangleVertices = new float[9]
{
0.0f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
};
TriangleColors = new float[12]
{
1.0f, 0.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
};
glGenBuffers(1, &VertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, VertexBuffer);
glBufferData(GL_ARRAY_BUFFER, 9*sizeof(float), TriangleVertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenBuffers(1, &ColorsBuffer);
glBindBuffer(GL_ARRAY_BUFFER, ColorsBuffer);
glBufferData(GL_ARRAY_BUFFER, 12*sizeof(float), TriangleColors, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenVertexArrays(1, &VAOID);
VAO definition:
glBindVertexArray(VAOID);
glBindBuffer(GL_ARRAY_BUFFER, VertexBuffer);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, ColorsBuffer);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
Drawing Loop
glBindVertexArray(VAOID);
glEnableVertexAttribArray(0);//not needed
glEnableVertexAttribArray(1);//not needed
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(0);//not needed
glDisableVertexAttribArray(1);//not needed
glBindVertexArray(0);

OpenGL Vertex Buffer Object not Showing

I have changed 3 GLFloat arrays (aka GLfloat[]) into vectors (aka vector) and my triangles stopped working! Here is my init function:
void initialize(GLuint &vao) {
// Use a Vertex Array Object
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
Projection = perspective(45.0f, 16.0f / 9.0f, 0.1f, 100.0f);
//ortho(-4.0f/3.0f, 4.0f/3.0f, -1.0f, 1.0f, -1.0f, 1.0f);
Model = translate(Model, vec3(0.f, 0.f, 0.f));
Model = rotate(Model, 45.0f, vec3(0.0f, 0.0f, 1.0f));
//pos + textures array
GLuint vboId;
glGenBuffers(1, &vboId);
glBindBuffer(GL_ARRAY_BUFFER, vboId);
glBufferData(GL_ARRAY_BUFFER, (vertices_position.size() + texture_coord.size() ) * sizeof(GLfloat), NULL, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, vertices_position.size() * sizeof(GLfloat), &vertices_position[0]);
glBufferSubData(GL_ARRAY_BUFFER, vertices_position.size() * sizeof(GLfloat), texture_coord.size() * sizeof(GLfloat), &texture_coord[0]);
//Indices
GLuint eabId;
glGenBuffers(1, &eabId);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, eabId);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLfloat), &indices[0], GL_DYNAMIC_DRAW);
//Textures
GLuint textureId;
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
load_image("../squirrel.jpg");
shaderProgram = create_program("../shaders/vert.shader", "../shaders/frag.shader");
//Position attribute
positionAttrId = glGetAttribLocation(shaderProgram, "position");
glVertexAttribPointer(positionAttrId, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(positionAttrId);
//Texture attribute
textureCoordId = glGetAttribLocation(shaderProgram, "texture_coord");
glVertexAttribPointer(textureCoordId, 2, GL_FLOAT, GL_FALSE, 0, (GLvoid *)(vertices_position.size() * sizeof(GLfloat)));
glEnableVertexAttribArray(textureCoordId);
modelId = glGetUniformLocation(shaderProgram, "Model");
cameraId = glGetUniformLocation(shaderProgram, "Camera");
}
And below is my render function:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(shaderProgram);
glUniformMatrix4fv(modelId, 1, GL_FALSE, glm::value_ptr(Model));
glUniformMatrix4fv(cameraId, 1, GL_FALSE, glm::value_ptr(cam.matrix()));
//VAO
glBindVertexArray(vao);
//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glUseProgram(0);
You are using floating-point elements in your Index Buffer Object, that is not a valid data type.
OpenGL requires either GLubyte (not hardware accelerated on most desktop GPUs), GLushort or GLuint indices.
For best performance, you should use an array of GLushort and pass GL_UNSIGNED_SHORT as the element type in your call to glDrawElements (...).

How to bind multiple IBOs from one VBO in OpenGL

I am trying to render two different triangles with IBOs. I stored the six vertices in one VBO and tried to access them through two separate IBOs. The problem is the first IBO renders but the second doesn't. The createVertices and createIndices are called at initialization.
void createVertices()
{
//Vertex Data
GLfloat v[] = { 0.95f, 0.75f, 0.0f, 1.0f,
0.75f, -0.75f, 0.0f, 1.0f,
0.0f, -0.75f, 0.0f, 1.0f, // END OF TRIANGLE 1
-0.75, 0.75f, 0.5f, 1.0f,
-0.75, -0.75f, 0.5f, 1.0f,
0.0f, -0.75f, 0.5f, 1.0f }; // END OF TRIANGLE 2
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(v), v, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
//////////
void createIndices()
{
GLushort i[] = { 0,1,2};
glGenBuffers(2, IBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO[0]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(i), i, GL_STATIC_DRAW);
size = (sizeof(i)/sizeof(GLushort)); // USED IN DRAWELEMENTS
GLushort w[] = { 3,4,5};
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO[1]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(w), w, GL_STATIC_DRAW);
size2 = (sizeof(i)/sizeof(GLushort)); // USED IN DRAWELEMENTS
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
/////////
void Render()
{
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shader.SProgram);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0,4, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO[0]);
glDrawElements(GL_TRIANGLES,size,GL_UNSIGNED_SHORT,(GLvoid*)IBO[0]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO[1]);
glDrawElements(GL_TRIANGLES,size2,GL_UNSIGNED_SHORT,(GLvoid*)IBO[1]);
glUseProgram(0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
This doesn't make sense:
glDrawElements(GL_TRIANGLES,size,GL_UNSIGNED_SHORT,(GLvoid*)IBO[0]);
^^^^^^^^^^^^^^
The parameter to glDrawElements with an IBO bound is an offset into the buffer just as it is with gl…Pointer and VBOs. You probably just want this
glDrawElements(GL_TRIANGLES,size,GL_UNSIGNED_SHORT,(GLvoid*)0);
for both your IBOs and just bind the IBO itself with
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO[…]);