Supply 4 vertices to geometry shader in OpenGL - opengl

I currently have some VAOs and an index list. The idea is to process groups of 4 elements in the geometry shader. The way of picking the groups is if I have the list (1,2,3,4,5,6,7,8,...) then the groups would be ((1,2,3,4),(5,6,7,8),...).
After spending several hours of coding I realized that geometry shaders don't accept 4 vertex primitives. I would like to know if there is a way around it. Maybe choosing a "provoking vertex" and appending the other 3 to it as added properties in the vertex shader stage (I doubt that's possible, though).

Geometry shaders do accept primitives with 4 vertices as input: GL_LINES_ADJACENCY.
This primitive mode might be meant for lines where you need the two neighboring segments for each segments, but it is not limited to any particular use case - it just provides 4 vertices as input, and can be used as such (it could also be used to emulate the deprecated GL_QUADS primitive mode with geometry shaders).

Related

OpenGL geometry shader, setting input size

I've written my first geometry shader with success. It takes in lines and outputs a little triangle at the center of each.
I could do the same thing for triangles easily enough, but what about a cube? Is there a way to get a geometry shader to operate on an arbitrary number of points, or at the very least more than 3? I know I could compute the center myself and do another drawing operation, but I'd like to know if it's possible inside the shader.
Thanks.
Geometry shaders take as input a primitive, not a number of vertices. I mean yes, a specific primitive is made of a specific number of vertices. But GS's don't take vertex counts; they take primitives.
There are a number of special primitive types that allow GS's to access more vertices than those in the base primitive type. But these are for referencing vertices adjacent to the main primitive's vertices, and it's difficult to try to make them work as a general mechanism for consuming X vertices.
So you can only use a vertex count that matches a primitive's vertex count: 1, 2, 3, 4, or 6. Outside of these specific vertex counts, you can't make a GS do what you're trying to do.
You can attempt to employ tessellation, as patch vertex counts are user-specified (though limited by the implementation). But tessellation is more restrictive in terms of generating vertices.

How can I draw two triangles using index buffer? [duplicate]

I have some vertex data. Positions, normals, texture coordinates. I probably loaded it from a .obj file or some other format. Maybe I'm drawing a cube. But each piece of vertex data has its own index. Can I render this mesh data using OpenGL/Direct3D?
In the most general sense, no. OpenGL and Direct3D only allow one index per vertex; the index fetches from each stream of vertex data. Therefore, every unique combination of components must have its own separate index.
So if you have a cube, where each face has its own normal, you will need to replicate the position and normal data a lot. You will need 24 positions and 24 normals, even though the cube will only have 8 unique positions and 6 unique normals.
Your best bet is to simply accept that your data will be larger. A great many model formats will use multiple indices; you will need to fixup this vertex data before you can render with it. Many mesh loading tools, such as Open Asset Importer, will perform this fixup for you.
It should also be noted that most meshes are not cubes. Most meshes are smooth across the vast majority of vertices, only occasionally having different normals/texture coordinates/etc. So while this often comes up for simple geometric shapes, real models rarely have substantial amounts of vertex duplication.
GL 3.x and D3D10
For D3D10/OpenGL 3.x-class hardware, it is possible to avoid performing fixup and use multiple indexed attributes directly. However, be advised that this will likely decrease rendering performance.
The following discussion will use the OpenGL terminology, but Direct3D v10 and above has equivalent functionality.
The idea is to manually access the different vertex attributes from the vertex shader. Instead of sending the vertex attributes directly, the attributes that are passed are actually the indices for that particular vertex. The vertex shader then uses the indices to access the actual attribute through one or more buffer textures.
Attributes can be stored in multiple buffer textures or all within one. If the latter is used, then the shader will need an offset to add to each index in order to find the corresponding attribute's start index in the buffer.
Regular vertex attributes can be compressed in many ways. Buffer textures have fewer means of compression, allowing only a relatively limited number of vertex formats (via the image formats they support).
Please note again that any of these techniques may decrease overall vertex processing performance. Therefore, it should only be used in the most memory-limited of circumstances, after all other options for compression or optimization have been exhausted.
OpenGL ES 3.0 provides buffer textures as well. Higher OpenGL versions allow you to read buffer objects more directly via SSBOs rather than buffer textures, which might have better performance characteristics.
I found a way that allows you to reduce this sort of repetition that runs a bit contrary to some of the statements made in the other answer (but doesn't specifically fit the question asked here). It does however address my question which was thought to be a repeat of this question.
I just learned about Interpolation qualifiers. Specifically "flat". It's my understanding that putting the flat qualifier on your vertex shader output causes only the provoking vertex to pass it's values to the fragment shader.
This means for the situation described in this quote:
So if you have a cube, where each face has its own normal, you will need to replicate the position and normal data a lot. You will need 24 positions and 24 normals, even though the cube will only have 8 unique positions and 6 unique normals.
You can have 8 vertexes, 6 of which contain the unique normals and 2 of normal values are disregarded, so long as you carefully order your primitives indices such that the "provoking vertex" contains the normal data you want to apply to the entire face.
EDIT: My understanding of how it works:

Texture coords per element instead of per vertex in GLSL? [duplicate]

I have some vertex data. Positions, normals, texture coordinates. I probably loaded it from a .obj file or some other format. Maybe I'm drawing a cube. But each piece of vertex data has its own index. Can I render this mesh data using OpenGL/Direct3D?
In the most general sense, no. OpenGL and Direct3D only allow one index per vertex; the index fetches from each stream of vertex data. Therefore, every unique combination of components must have its own separate index.
So if you have a cube, where each face has its own normal, you will need to replicate the position and normal data a lot. You will need 24 positions and 24 normals, even though the cube will only have 8 unique positions and 6 unique normals.
Your best bet is to simply accept that your data will be larger. A great many model formats will use multiple indices; you will need to fixup this vertex data before you can render with it. Many mesh loading tools, such as Open Asset Importer, will perform this fixup for you.
It should also be noted that most meshes are not cubes. Most meshes are smooth across the vast majority of vertices, only occasionally having different normals/texture coordinates/etc. So while this often comes up for simple geometric shapes, real models rarely have substantial amounts of vertex duplication.
GL 3.x and D3D10
For D3D10/OpenGL 3.x-class hardware, it is possible to avoid performing fixup and use multiple indexed attributes directly. However, be advised that this will likely decrease rendering performance.
The following discussion will use the OpenGL terminology, but Direct3D v10 and above has equivalent functionality.
The idea is to manually access the different vertex attributes from the vertex shader. Instead of sending the vertex attributes directly, the attributes that are passed are actually the indices for that particular vertex. The vertex shader then uses the indices to access the actual attribute through one or more buffer textures.
Attributes can be stored in multiple buffer textures or all within one. If the latter is used, then the shader will need an offset to add to each index in order to find the corresponding attribute's start index in the buffer.
Regular vertex attributes can be compressed in many ways. Buffer textures have fewer means of compression, allowing only a relatively limited number of vertex formats (via the image formats they support).
Please note again that any of these techniques may decrease overall vertex processing performance. Therefore, it should only be used in the most memory-limited of circumstances, after all other options for compression or optimization have been exhausted.
OpenGL ES 3.0 provides buffer textures as well. Higher OpenGL versions allow you to read buffer objects more directly via SSBOs rather than buffer textures, which might have better performance characteristics.
I found a way that allows you to reduce this sort of repetition that runs a bit contrary to some of the statements made in the other answer (but doesn't specifically fit the question asked here). It does however address my question which was thought to be a repeat of this question.
I just learned about Interpolation qualifiers. Specifically "flat". It's my understanding that putting the flat qualifier on your vertex shader output causes only the provoking vertex to pass it's values to the fragment shader.
This means for the situation described in this quote:
So if you have a cube, where each face has its own normal, you will need to replicate the position and normal data a lot. You will need 24 positions and 24 normals, even though the cube will only have 8 unique positions and 6 unique normals.
You can have 8 vertexes, 6 of which contain the unique normals and 2 of normal values are disregarded, so long as you carefully order your primitives indices such that the "provoking vertex" contains the normal data you want to apply to the entire face.
EDIT: My understanding of how it works:

Rendering meshes with multiple indices

I have some vertex data. Positions, normals, texture coordinates. I probably loaded it from a .obj file or some other format. Maybe I'm drawing a cube. But each piece of vertex data has its own index. Can I render this mesh data using OpenGL/Direct3D?
In the most general sense, no. OpenGL and Direct3D only allow one index per vertex; the index fetches from each stream of vertex data. Therefore, every unique combination of components must have its own separate index.
So if you have a cube, where each face has its own normal, you will need to replicate the position and normal data a lot. You will need 24 positions and 24 normals, even though the cube will only have 8 unique positions and 6 unique normals.
Your best bet is to simply accept that your data will be larger. A great many model formats will use multiple indices; you will need to fixup this vertex data before you can render with it. Many mesh loading tools, such as Open Asset Importer, will perform this fixup for you.
It should also be noted that most meshes are not cubes. Most meshes are smooth across the vast majority of vertices, only occasionally having different normals/texture coordinates/etc. So while this often comes up for simple geometric shapes, real models rarely have substantial amounts of vertex duplication.
GL 3.x and D3D10
For D3D10/OpenGL 3.x-class hardware, it is possible to avoid performing fixup and use multiple indexed attributes directly. However, be advised that this will likely decrease rendering performance.
The following discussion will use the OpenGL terminology, but Direct3D v10 and above has equivalent functionality.
The idea is to manually access the different vertex attributes from the vertex shader. Instead of sending the vertex attributes directly, the attributes that are passed are actually the indices for that particular vertex. The vertex shader then uses the indices to access the actual attribute through one or more buffer textures.
Attributes can be stored in multiple buffer textures or all within one. If the latter is used, then the shader will need an offset to add to each index in order to find the corresponding attribute's start index in the buffer.
Regular vertex attributes can be compressed in many ways. Buffer textures have fewer means of compression, allowing only a relatively limited number of vertex formats (via the image formats they support).
Please note again that any of these techniques may decrease overall vertex processing performance. Therefore, it should only be used in the most memory-limited of circumstances, after all other options for compression or optimization have been exhausted.
OpenGL ES 3.0 provides buffer textures as well. Higher OpenGL versions allow you to read buffer objects more directly via SSBOs rather than buffer textures, which might have better performance characteristics.
I found a way that allows you to reduce this sort of repetition that runs a bit contrary to some of the statements made in the other answer (but doesn't specifically fit the question asked here). It does however address my question which was thought to be a repeat of this question.
I just learned about Interpolation qualifiers. Specifically "flat". It's my understanding that putting the flat qualifier on your vertex shader output causes only the provoking vertex to pass it's values to the fragment shader.
This means for the situation described in this quote:
So if you have a cube, where each face has its own normal, you will need to replicate the position and normal data a lot. You will need 24 positions and 24 normals, even though the cube will only have 8 unique positions and 6 unique normals.
You can have 8 vertexes, 6 of which contain the unique normals and 2 of normal values are disregarded, so long as you carefully order your primitives indices such that the "provoking vertex" contains the normal data you want to apply to the entire face.
EDIT: My understanding of how it works:

How to use different indices for tex coords array and vertex array using glDrawElements

I've been trying to use glDrawElements in my tile-based 2D OpenGL game. However when I draw the tiles, the tex coords may be different for different faces at the same vertex: For example, here the texcoords will be different for the 2 quads at the common vertex:
___|
___|___
|___
|___
The problem is that glDrawElements takes only one index array and so it appears that I can only use one tex coord per vertex. Is there any way to overcome this limitation?
Short answer: You don't. You instead break your vertices down into unique vertices, so that you can have a single index list for every attribute. If you have multiple index lists, you need to walk that list of indices, replicating attribute data (positions, texture coordinates, etc) for any set of indices that is not repeated.
Long answer: You shouldn't.
With modern hardware capabilities techniques (buffer textures in OpenGL 3.x and/or shader image load/store in 4.x), you can subvert the attribute pipeline entirely and load data arbitrarily from buffer objects. However, you should not expect this to be nearly as fast as just doing things the right way.
Unless you have some well-defined need to do it this way (and I don't just mean your model format provides data like this), you're better off doing things properly. Remember: this is something every graphics application that uses arrays in rendering has done for the last decade and a half. You won't be missing out on any special hardware features or anything.