Instantiation order changing draw in OpenGL using VAO - c++

I trying to use VAOs, VBOs and IBOs to draw a bunch of sphere over a plane. Before using these, everything was drawn as expected. After I started to use those, things got weird. I can't post my whole code here because I have 5 classes (but if necessary I can provide a link to my code), so I'll try to post what I think it's useful.
With this class I can draw a sphere:
SphereShaderProgram::SphereShaderProgram(std::string vertexShaderPath, std::string fragmentShaderPath) : ProgramManager(vertexShaderPath, fragmentShaderPath)
{
_sphereH = 20;
_sphereW = 20;
_vbo = 0;
_vao = 0;
_ibo = 0;
CreateProgram();
BuildSphere();
BuildVAO();
}
SphereShaderProgram::~SphereShaderProgram()
{
glDeleteVertexArrays(1, &_vao);
glDeleteBuffers(1, &_vbo);
glDeleteBuffers(1, &_ibo);
}
void SphereShaderProgram::DrawSphere(const glm::mat4 &Projection, const glm::mat4 &ModelView)
{
_ModelViewProjection = Projection * ModelView;
_ModelView = ModelView;
Bind(); //glUseProgram
glBindVertexArray(_vao);
LoadVariables();
glDrawElements(GL_TRIANGLES, _sphereIndexes.size(), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
UnBind();
}
int SphereShaderProgram::Get1DIndex(int line, int column)
{
return line * (int) _sphereH + column;
}
void SphereShaderProgram::BuildSphere()
{
for (int l = 0; l < _sphereH - 1; l++)
{
for (int c = 0; c < _sphereW - 1; c++)
{
int v1_1 = Get1DIndex(l, c);
int v2_1 = Get1DIndex(l + 1, c + 1);
int v3_1 = Get1DIndex(l + 1, c);
int v1_2 = Get1DIndex(l, c);
int v2_2 = Get1DIndex(l, c + 1);
int v3_2 = Get1DIndex(l + 1, c + 1);
_sphereIndexes.push_back(v1_1);
_sphereIndexes.push_back(v2_1);
_sphereIndexes.push_back(v3_1);
_sphereIndexes.push_back(v1_2);
_sphereIndexes.push_back(v2_2);
_sphereIndexes.push_back(v3_2);
}
}
for (int l = 0; l < _sphereH; l++)
{
for (int c = 0; c < _sphereW; c++)
{
float theta = ((float) l / (_sphereH - 1)) * (float) PI;
float phi = ((float) c / (_sphereW - 1)) * 2 * (float) PI;
float x = sin(theta) * cos(phi);
float z = sin(theta) * sin(phi);
float y = cos(theta);
_sphereCoordinates.push_back(x);
_sphereCoordinates.push_back(y);
_sphereCoordinates.push_back(z);
}
}
}
void SphereShaderProgram::BuildVAO()
{
// Generate and bind the vertex array object
glGenVertexArrays(1, &_vao);
glBindVertexArray(_vao);
// Generate and bind the vertex buffer object
glGenBuffers(1, &_vbo);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER, _sphereCoordinates.size() * sizeof(float), &_sphereCoordinates[0], GL_STATIC_DRAW);
// Generate and bind the index buffer object
glGenBuffers(1, &_ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, _sphereIndexes.size() * sizeof(unsigned int), &_sphereIndexes[0], GL_STATIC_DRAW);
glBindVertexArray(0);
}
void SphereShaderProgram::LoadUniformVariables()
{
glm::mat4 MVP = _ModelViewProjection;
glm::mat4 MV = _ModelView;
glm::mat3 N = glm::transpose(glm::inverse(glm::mat3(MV)));
glm::vec4 AC = glm::vec4(0.2, 0.2, 0.2, 1.0);
glm::vec4 DC = glm::vec4(0.7, 0.0, 0.0, 1.0);
glm::vec4 SC = glm::vec4(0.1, 0.1, 0.1, 1.0);
glm::vec3 LP = glm::vec3(1.0, 6.0, 4.0);
// OpenGL Matrices
GLuint ModelViewProjection_location = glGetUniformLocation(GetProgramID(), "mvpMatrix");
glUniformMatrix4fv(ModelViewProjection_location, 1, GL_FALSE, glm::value_ptr(MVP));
GLuint ModelView_location = glGetUniformLocation(GetProgramID(), "mvMatrix");
glUniformMatrix4fv(ModelView_location, 1, GL_FALSE, glm::value_ptr(MV));
GLuint Normal_location = glGetUniformLocation(GetProgramID(), "normalMatrix");
glUniformMatrix3fv(Normal_location, 1, GL_FALSE, glm::value_ptr(N));
// Lighting
GLuint AmbientColor_location = glGetUniformLocation(GetProgramID(), "ambientColor");
glUniform4fv(AmbientColor_location, 1, glm::value_ptr(AC));
GLuint DiffuseColor_location = glGetUniformLocation(GetProgramID(), "diffuseColor");
glUniform4fv(DiffuseColor_location, 1, glm::value_ptr(DC));
GLuint SpecularColor_location = glGetUniformLocation(GetProgramID(), "specularColor");
glUniform4fv(SpecularColor_location, 1, glm::value_ptr(SC));
GLuint LightPosition_location = glGetUniformLocation(GetProgramID(), "vLightPosition");
glUniform3fv(LightPosition_location, 1, glm::value_ptr(LP));
}
void SphereShaderProgram::LoadAtributeVariables()
{
// Vertex Attributes
GLuint VertexPosition_location = glGetAttribLocation(GetProgramID(), "vPosition");
glEnableVertexAttribArray(VertexPosition_location);
glVertexAttribPointer(VertexPosition_location, 3, GL_FLOAT, GL_FALSE, 0, 0);
}
void SphereShaderProgram::LoadVariables()
{
LoadUniformVariables();
LoadAtributeVariables();
}
And with that, a plane:
PlaneShaderProgram::PlaneShaderProgram(std::string vertexShaderPath, std::string fragmentShaderPath) : ProgramManager(vertexShaderPath, fragmentShaderPath)
{
CreateProgram();
_vbo = 0;
_vao = 0;
_ibo = 0;
BuildPlane();
BuildVAO();
}
PlaneShaderProgram::~PlaneShaderProgram()
{
glDeleteVertexArrays(1, &_vao);
glDeleteBuffers(1, &_vbo);
glDeleteBuffers(1, &_ibo);
}
void PlaneShaderProgram::DrawPlane(const glm::mat4 &Projection, const glm::mat4 &ModelView)
{
_ModelViewProjection = Projection * ModelView;
_ModelView = ModelView;
Bind();
glBindVertexArray(_vao);
LoadVariables();
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
UnBind();
}
void PlaneShaderProgram::BuildPlane()
{
_coordinates[0] = -1.0f;
_coordinates[1] = 0.0f;
_coordinates[2] = -1.0f;
_coordinates[3] = -1.0f;
_coordinates[4] = 0.0f;
_coordinates[5] = 1.0f;
_coordinates[6] = 1.0f;
_coordinates[7] = 0.0f;
_coordinates[8] = 1.0f;
_coordinates[9] = 1.0f;
_coordinates[10] = 0.0f;
_coordinates[11] = -1.0f;
_indexes[0] = 0;
_indexes[1] = 1;
_indexes[2] = 2;
_indexes[3] = 0;
_indexes[4] = 2;
_indexes[5] = 3;
}
void PlaneShaderProgram::BuildVAO()
{
// Generate and bind the vertex array object
glGenVertexArrays(1, &_vao);
glBindVertexArray(_vao);
// Generate and bind the vertex buffer object
glGenBuffers(1, &_vbo);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(GLfloat), _coordinates, GL_STATIC_DRAW);
// Generate and bind the index buffer object
glGenBuffers(1, &_ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6 * sizeof(GLuint), _indexes, GL_STATIC_DRAW);
glBindVertexArray(0);
}
void PlaneShaderProgram::LoadUniformVariables()
{
// OpenGL Matrices
GLuint ModelViewProjection_location = glGetUniformLocation(GetProgramID(), "mvpMatrix");
glUniformMatrix4fv(ModelViewProjection_location, 1, GL_FALSE, glm::value_ptr(_ModelViewProjection));
}
void PlaneShaderProgram::LoadAtributeVariables()
{
// Vertex Attributes
GLuint VertexPosition_location = glGetAttribLocation(GetProgramID(), "vPosition");
glEnableVertexAttribArray(VertexPosition_location);
glVertexAttribPointer(VertexPosition_location, 3, GL_FLOAT, GL_FALSE, 0, 0);
}
void PlaneShaderProgram::LoadVariables()
{
LoadUniformVariables();
LoadAtributeVariables();
}
This, on the other hand, is my main:
int main(void)
{
// Set the error callback
glfwSetErrorCallback(ErrorCallback);
// Initialize GLFW
if (!glfwInit())
{
printf("Error initializing GLFW!\n");
exit(EXIT_FAILURE);
}
// Set the GLFW window creation hints - these are optional
glfwWindowHint(GLFW_SAMPLES, 4);
// Create a window and create its OpenGL context
GLFWwindow* window = glfwCreateWindow(width, height, "OpenGL 4 Base", NULL, NULL);
// If the window couldn't be created
if (!window)
{
fprintf(stderr, "Failed to open GLFW window.\n");
glfwTerminate();
exit(EXIT_FAILURE);
}
// Sets the context of the specified window on the calling thread
glfwMakeContextCurrent(window);
// Initialize GLEW
glewExperimental = true;
GLenum glewError = glewInit();
if (glewError != GLEW_OK)
{
printf("Error initializing GLEW! %s\n", glewGetErrorString(glewError));
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwSetKeyCallback(window, KeyCallback);
glfwSetWindowSizeCallback(window, WindowSizeCallback);
glfwSetScrollCallback(window, ScrollCallback);
// Set the view matrix
glm::mat4 ModelView = glm::lookAt(glm::vec3(0.0f, 7.0f, 15.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
// Init matrix stack
glm_ModelViewMatrix.push(ModelView);
PlaneShaderProgram PlaneShaderProgram("FloorVertexShader.txt", "FloorFragShader.txt");
SphereShaderProgram SphereShaderProgram("ADSPerVertexVertexShader.txt", "ADSPerVertexFragShader.txt");
//SphereShaderProgram SphereShaderProgram = SphereShaderProgram("ADSPerPixelVertexShader.txt", "ADSPerPixelFragShader.txt");
// Set a background color
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// 3D objects
glEnable(GL_DEPTH_TEST);
float d = 2.0f;
float p0 = -10.0f + d / 2;
// Main Loop
while (!glfwWindowShouldClose(window))
{
// Clear color buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Clone current modelview matrix, which can now be modified
glm_ModelViewMatrix.push(glm_ModelViewMatrix.top());
{
//------- ModelView Transformations
// Zoom in/out
glm_ModelViewMatrix.top() = glm::translate(glm_ModelViewMatrix.top(), glm::vec3(0.0, 0.0, zoom));
// Rotation
glm_ModelViewMatrix.top() = glm::rotate(glm_ModelViewMatrix.top(), beta, glm::vec3(1.0, 0.0, 0.0));
glm_ModelViewMatrix.top() = glm::rotate(glm_ModelViewMatrix.top(), alpha, glm::vec3(0.0, 0.0, 1.0));
//------- Draw the plane
glm_ModelViewMatrix.push(glm_ModelViewMatrix.top());
{
glm_ModelViewMatrix.top() = glm::scale(glm_ModelViewMatrix.top(), glm::vec3(7.0f, 1.0f, 7.0f));
PlaneShaderProgram.DrawPlane(Projection, glm_ModelViewMatrix.top());
}
glm_ModelViewMatrix.pop();
//------- Draw spheres
for (int i = 0; i < 10; i++)
{
for (int j = 0; j < 10; j++)
{
glm_ModelViewMatrix.push(glm_ModelViewMatrix.top());
{
glm_ModelViewMatrix.top() = glm::scale(glm_ModelViewMatrix.top(), glm::vec3(0.5f, 0.5f, 0.5f));
glm_ModelViewMatrix.top() = glm::translate(glm_ModelViewMatrix.top(), glm::vec3(p0 + i * d, 1.0f, p0 + j * d));
SphereShaderProgram.DrawSphere(Projection, glm_ModelViewMatrix.top());
}
glm_ModelViewMatrix.pop();
}
}
}
glm_ModelViewMatrix.pop();
// Swap buffers
glfwSwapBuffers(window);
// Get and organize events, like keyboard and mouse input, window resizing, etc...
glfwPollEvents();
}
// Close OpenGL window and terminate GLFW
glfwDestroyWindow(window);
// Finalize and clean up GLFW
glfwTerminate();
exit(EXIT_SUCCESS);
}
Instantiating the plane and then the sphere program, I get the following result (no plane at all):
Changing the order, that is the result:
I'm trying to find a clue about what I'm missing, because I don't have any idea about what is wrong. Before using VAOs (just using glVertexAttribPointer and glDrawElements), everything was drawn correctly.
Thank you in advance.

The problem is with the placement of the glVertexAttribPointer() call. You're calling it in the LoadAtributeVariables() method, which in turn is called from the Draw*() method.
This should really be part of the VAO setup, for a couple of reasons:
It's inefficient to make the call on every redraw. This call sets up state that is part of the VAO state. That's the whole idea of using VAOs in the first place. You can set up all this state once during setup, and then only need to bind the VAO again before the draw call, which sets up all the state again with a single call.
In your case, the VBO is not bound at the time you make the call. glVertexAttribPointer() sets up the attribute to pull data from the currently bound VBO, i.e. the buffer bound as GL_ARRAY_BUFFER.
The first problem is only a performance issue. The second is the reason why your code does not work, since you do not have the correct VBO bound when glVertexAttribPointer() is called.
To fix this, you only need to move the LoadAtributeVariables() call into BuildVAO(), at this location:
// Generate and bind the vertex buffer object
glGenBuffers(1, &_vbo);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER, _sphereCoordinates.size() * sizeof(float), &_sphereCoordinates[0], GL_STATIC_DRAW);
LoadAtributeVariables();
and remove it from where it currently is, so that it is not called before each draw call anymore.

Related

Polygon tearing in OpenGL

500x500 grid with 1000 sub Divisions:
Just one question.
Why is this happening ?
#include <iostream>
#include <sstream>
#include <vector>
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "glm/glm.hpp"
#include "glm/gtc/matrix_transform.hpp"
#include "GameEngine.hpp"
#include "ShaderProgram.h"
#include "Camera.h"
#include "Mesh.h"
const char *title = "Terrain";
GameEngine engine;
OrbitCamera orbitCamera;
float gYaw = 0.0f;
float gPitch = 1.0f;
float gRadius = 200.0f;
const float MOUSE_SENSTIVITY = 0.25f;
bool gWireFrame = false;
void glfw_onKey(GLFWwindow *window, int key, int scancode, int action, int mode);
void glfw_onMouseMove(GLFWwindow *window, double posX, double posY);
void glfw_onMouseScroll(GLFWwindow *window, double deltaX, double deltaY);
int main()
{
if (!engine.init(1024, 768, title))
{
std::cerr << "OpenGL init failed" << std::endl;
std::cin.get();
return -1;
}
//set callbacks
glfwSetKeyCallback(engine.getWindow(), glfw_onKey);
glfwSetCursorPosCallback(engine.getWindow(), glfw_onMouseMove);
std::vector<Vertex> VER;
std::vector<glm::vec3> verts;
std::vector<unsigned int> indices;
std::vector<glm::vec3> norms;
int subDiv = 1000;
int width = 500;
int height = 500;
int size = 0;
for (int row = 0; row < subDiv; row++)
{
for (int col = 0; col < subDiv; col++)
{
float x = (float)((col * width) / subDiv - (width / 2.0));
float z = ((subDiv - row) * height) / subDiv - (height / 2.0);
glm::vec3 pos = glm::vec3(x, 0, z);
verts.push_back(pos);
}
}
size = subDiv * subDiv;
size = verts.size();
for (int row = 0; row < subDiv -1 ; row++)
{
for (int col = 0; col < subDiv -1; col++)
{
int row1 = row * (subDiv);
int row2 = (row+1) * (subDiv);
indices.push_back(row1+col);
indices.push_back(row1+col+1);
indices.push_back( row2+col+1);
indices.push_back(row1+col);
indices.push_back( row2+col+1);
indices.push_back(row2+col);
}
}
for (int i = 0; i < verts.size(); i++)
{
Vertex vertex;
vertex.position = verts[i];
vertex.normal = glm::vec3(0, 0, 0);
vertex.texCoords = glm::vec2(0, 0);
VER.push_back(vertex);
}
VER.begin();
for (int i = 0; i < indices.size(); i += 3)
{
Vertex a = VER[indices[i]];
Vertex b = VER[indices[i + 1]];
Vertex c = VER[indices[i + 2]];
glm::vec3 p = glm::cross(b.position - a.position, c.position - a.position);
VER[indices[i]].normal += p;
VER[indices[i + 1]].normal += p;
VER[indices[i + 2]].normal += p;
}
for (int i = 0; i < VER.size(); i++)
{
VER[i].normal = glm::normalize(VER[i].normal);
}
glm::vec3 cubePos = glm::vec3(0.0f, 0.0f, -5.0f);
GLuint vbo, vao, ibo;
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, VER.size() * sizeof(Vertex), &VER[0], GL_STATIC_DRAW);
// Vertex Positions
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)0);
glEnableVertexAttribArray(0);
// Normals attribute
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
// Vertex Texture Coords
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)(6 * sizeof(GLfloat)));
glEnableVertexAttribArray(2);
int n = indices.size() * sizeof(unsigned int);
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
glBindVertexArray(0);
ShaderProgram shaderProgram;
shaderProgram.loadShaders("shaders/vert.glsl", "shaders/frag.glsl");
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
while (!glfwWindowShouldClose(engine.getWindow()))
{
glfwPollEvents();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glm::mat4 model, view, projection;
model = glm::mat4(1.0f);
orbitCamera.setLookAt(glm::vec3(0, 0, 0));
orbitCamera.rotate(gYaw, gPitch);
orbitCamera.setRadius(gRadius);
model = glm::translate(model, glm::vec3(0, 0, 0));
//model = glm::scale(model, glm::vec3(1, 0, 1));
//model = scaleMat;
projection = glm::perspective(glm::radians(45.0f), (float)engine.getWidth() / (float)engine.getHeight(), 0.00001f, 100.0f);
shaderProgram.use();
glm::vec3 viewPos;
viewPos.x = orbitCamera.getPosition().x;
viewPos.y = orbitCamera.getPosition().y;
viewPos.z = orbitCamera.getPosition().z;
shaderProgram.setUniform("projection", projection);
shaderProgram.setUniform("view", orbitCamera.getViewMatrix());
shaderProgram.setUniform("model", model);
shaderProgram.setUniform("lightPos", glm::vec3(5, 10, 10));
shaderProgram.setUniform("viewPos", viewPos);
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES,indices.size(), GL_UNSIGNED_INT, 0);
//glDrawArrays(GL_TRIANGLES, 0, VER.size());
glBindVertexArray(0);
glfwSwapBuffers(engine.getWindow());
}
//cleanup
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &vbo);
glfwTerminate();
return 0;
}
void glfw_onKey(GLFWwindow *window, int key, int scancode, int action, int mode)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GL_TRUE);
}
if (key == GLFW_KEY_E && action == GLFW_PRESS)
{
gWireFrame = !gWireFrame;
if (gWireFrame)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
else
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
}
void glfw_onMouseMove(GLFWwindow *window, double posX, double posY)
{
static glm::vec2 lastMousePos = glm::vec2(0, 0);
if (glfwGetMouseButton(engine.getWindow(), GLFW_MOUSE_BUTTON_LEFT) == 1)
{
gYaw -= ((float)posX - lastMousePos.x) * MOUSE_SENSTIVITY;
gPitch += ((float)posY - lastMousePos.y) * MOUSE_SENSTIVITY;
}
if (glfwGetMouseButton(engine.getWindow(), GLFW_MOUSE_BUTTON_RIGHT) == 1)
{
float dx = 0.01f * ((float)posX - lastMousePos.x);
float dy = 0.01f * ((float)posY - lastMousePos.y);
gRadius += dx - dy;
}
lastMousePos.x = (float)posX;
lastMousePos.y = (float)posY;
}
This is the main code. Rest is just basic initializing code, nothing fancy.
I've tried changing the swapinterval but that doesn't seems to be the problem.
I can share code for the other classes if anyone wants to take a look. And I've also tried lowering the sub divisions.
Edit*
After increasing the value of far plane to 8000:
Still not crisp.
the edit with second image is telling you what is happening ... if tampering with znear/zfar changes output like that it means your depth buffer has low bitwidth to the range you want to use...
However increasing zfar should make things worse (you just for some reason don't see it maybe its cut off or some weird math accuracy singularity).
for me its usual to select the planes so:
zfar/znear < (2^depth_buffer_bitwidth)/2
check you depth_buffer_bitwidth
Try to use 24 bits (you might have 16 bits right now). That should work on all gfx cards these days. You can try 32 bits too but that will work only on newer cards. I am using this code to get the max I can:
What is the proper OpenGL initialisation on Intel HD 3000?
However you are using GLFW so you need to find how to do it in it ... probably there is some hint for this in it ...
increase znear as much as you can
tampering znear has much much more impact than zfar...
Use linear depth buffer
this is the best option for large depth range views like terrains that covers stuf in whole depth view range. See:
How to correctly linearize depth in OpenGL ES in iOS?
however you need shaders and new api for this... I do not think this is doable in old api but luckily you are on new api already ...
if none of above is enough
You can stack up more frustrums together at a cost of multiple rendering of the same geometry. for more info see:
Is it possible to make realistic n-body solar system simulation in matter of size and mass?
How do you initialize OpenGL?
Are you using GL_BLEND?
Using blending is nice to get anti-aliased polygon edges, however it also means your z-buffer gets updated even when a very translucent fragment is drawn. This prevents other opaque fragments with the same z-depth from being drawn, which might be what is causing those holes. You could try disabling GL_BLEND to see if the issue goes away.
What depth function are you using?
By default it is set to GL_LESS. You might want to try glDepthFunc(GL_LEQUAL); So fragments with the same z-depth will be drawn. However, due to rounding errors this might not solve your problem entirely.

draw sphere in OpenGL 4.0

my OpenGL version is 4.0. I would like to draw a sphere through latitude and longitude. I use this method:
x=ρsinϕcosθ
y=ρsinϕsinθ
z=ρcosϕ
This is a part of my code:
glm::vec3 buffer[1000];
glm::vec3 outer;
buffercount = 1000;
float section = 10.0f;
GLfloat alpha, beta;
int index = 0;
for (alpha = 0.0 ; alpha <= PI; alpha += PI/section)
{
for (beta = 0.0 ; beta <= 2* PI; beta += PI/section)
{
outer.x = radius*cos(beta)*sin(alpha);
outer.y = radius*sin(beta)*sin(alpha);
outer.z = radius*cos(alpha);
buffer[index] = outer;
index = index +1;
}
}
GLuint sphereVBO, sphereVAO;
glGenVertexArrays(1, &sphereVAO);
glGenBuffers(1,&sphereVBO);
glBindVertexArray(sphereVAO);
glBindBuffer(GL_ARRAY_BUFFER,sphereVBO);
glBufferData(GL_ARRAY_BUFFER,sizeof(glm::vec3) *buffercount ,&buffer[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
...
while (!glfwWindowShouldClose(window))
{
...
...
for (GLuint i = 0; i < buffercount; i++)
{
...
...
glm::mat4 model;
model = glm::translate(model, buffer[i]);
GLfloat angle = 10.0f * i;
model = glm::rotate(model, angle, glm::vec3(1.0f, 0.3f, 0.5f));
glUniformMatrix4fv(modelMat, 1, GL_FALSE, glm::value_ptr(model));
}
glDrawArrays(GL_TRIANGLE_FAN, 0, 900);
glfwSwapBuffers(window);
}
if section = 5, the performance is like this:
if section = 20. the performance is like this:
I think that I might have logic problem in my code. I am struggle in this problem...
-----update-----
I edited my code, It doesn't have any error, but I got a blank screen. I guess that something wrong in my vertex shader. I might pass wrong variables to vertex sheder. Please help me.
gluperspective is deprecated in my OpenGL 4.1
I switch to :
float aspect=float(4.0f)/float(3.0f);
glm::mat4 projection_matrix = glm::perspective(60.0f/aspect,aspect,0.1f,100.0f);
It shows that this error: constant expression evaluates to -1 which cannot be narrowed to type 'GLuint'(aka 'unsigned int')
GLuint sphere_vbo[4]={-1,-1,-1,-1};
GLuint sphere_vao[4]={-1,-1,-1,-1};
I'm not sure how to revise it...I switch to:
GLuint sphere_vbo[4]={1,1,1,1};
GLuint sphere_vao[4]={1,1,1,1};
I put Spektre's code in spherer.h file
This is a part of my main.cpp file:
...
...
Shader shader("basic.vert", "basic.frag");
sphere_init();
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
shader.Use();
GLuint MatrixID = glGetUniformLocation(shader.Program, "MVP");
GLfloat radius = 10.0f;
GLfloat camX = sin(glfwGetTime()) * radius;
GLfloat camZ = cos(glfwGetTime()) * radius;
// view matrix
glm::mat4 view;
view = glm::lookAt(glm::vec3(camX, 0.0, camZ), glm::vec3(0.0, 0.0, 0.0), glm::vec3(0.0, 1.0, 0.0));
glm::mat4 view_matrix = view;
// projection matrix
float aspect=float(4.0f)/float(3.0f);
glm::mat4 projection_matrix = glm::perspective(60.0f/aspect,aspect,0.1f,100.0f);
// model matrix
glm::mat4 model_matrix = glm::mat4(1.0f);// identity
//ModelViewProjection
glm::mat4 model_view_projection = projection_matrix * view_matrix * model_matrix;
glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &model_view_projection[0][0]);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0,0.0,-10.0);
glEnable(GL_DEPTH_TEST);
glDisable(GL_TEXTURE_2D);
sphere_draw();
glFlush();
glfwSwapBuffers(window);
}
sphere_exit();
glfwTerminate();
return 0;
}
This is my vertex shader file:
#version 410 core
uniform mat4 MVP;
layout(location = 0) in vec3 vertexPosition_modelspace;
out vec4 vertexColor;
void main()
{
gl_Position = MVP * vec4(vertexPosition_modelspace,1);
vertexColor = vec4(0, 1, 0, 1.0);
}
I added error-check function get_log in my shader.h file.
...
...
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");
get_log(vertex);
...
...
void get_log(GLuint shader){
GLint isCompiled = 0;
GLchar infoLog[1024];
glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled);
if(isCompiled == GL_FALSE)
{
printf("----error--- \n");
GLint maxLength = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << "| ERROR::::" << &infoLog << "\n| -- ------------------ --------------------------------- -- |" << std::endl;
glDeleteShader(shader); // Don't leak the shader.
}else{
printf("---no error --- \n");
}
}
I tested both fragment shader and vertex shader, it both showed ---no error---
As I mentioned in the comments you need to add indices to your mesh VAO/VBO. Not sure why GL_QUADS is not implemented on your machine that makes no sense as it is basic primitive so to make this easy to handle I use only GL_TRIANGLES which is far from ideal but what to heck ... Try this:
//---------------------------------------------------------------------------
const int na=36; // vertex grid size
const int nb=18;
const int na3=na*3; // line in grid size
const int nn=nb*na3; // whole grid size
GLfloat sphere_pos[nn]; // vertex
GLfloat sphere_nor[nn]; // normal
//GLfloat sphere_col[nn]; // color
GLuint sphere_ix [na*(nb-1)*6]; // indices
GLuint sphere_vbo[4]={-1,-1,-1,-1};
GLuint sphere_vao[4]={-1,-1,-1,-1};
void sphere_init()
{
// generate the sphere data
GLfloat x,y,z,a,b,da,db,r=3.5;
int ia,ib,ix,iy;
da=2.0*M_PI/GLfloat(na);
db= M_PI/GLfloat(nb-1);
// [Generate sphere point data]
// spherical angles a,b covering whole sphere surface
for (ix=0,b=-0.5*M_PI,ib=0;ib<nb;ib++,b+=db)
for (a=0.0,ia=0;ia<na;ia++,a+=da,ix+=3)
{
// unit sphere
x=cos(b)*cos(a);
y=cos(b)*sin(a);
z=sin(b);
sphere_pos[ix+0]=x*r;
sphere_pos[ix+1]=y*r;
sphere_pos[ix+2]=z*r;
sphere_nor[ix+0]=x;
sphere_nor[ix+1]=y;
sphere_nor[ix+2]=z;
}
// [Generate GL_TRIANGLE indices]
for (ix=0,iy=0,ib=1;ib<nb;ib++)
{
for (ia=1;ia<na;ia++,iy++)
{
// first half of QUAD
sphere_ix[ix]=iy; ix++;
sphere_ix[ix]=iy+1; ix++;
sphere_ix[ix]=iy+na; ix++;
// second half of QUAD
sphere_ix[ix]=iy+na; ix++;
sphere_ix[ix]=iy+1; ix++;
sphere_ix[ix]=iy+na+1; ix++;
}
// first half of QUAD
sphere_ix[ix]=iy; ix++;
sphere_ix[ix]=iy+1-na; ix++;
sphere_ix[ix]=iy+na; ix++;
// second half of QUAD
sphere_ix[ix]=iy+na; ix++;
sphere_ix[ix]=iy-na+1; ix++;
sphere_ix[ix]=iy+1; ix++;
iy++;
}
// [VAO/VBO stuff]
GLuint i;
glGenVertexArrays(4,sphere_vao);
glGenBuffers(4,sphere_vbo);
glBindVertexArray(sphere_vao[0]);
i=0; // vertex
glBindBuffer(GL_ARRAY_BUFFER,sphere_vbo[i]);
glBufferData(GL_ARRAY_BUFFER,sizeof(sphere_pos),sphere_pos,GL_STATIC_DRAW);
glEnableVertexAttribArray(i);
glVertexAttribPointer(i,3,GL_FLOAT,GL_FALSE,0,0);
i=1; // indices
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,sphere_vbo[i]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(sphere_ix),sphere_ix,GL_STATIC_DRAW);
glEnableVertexAttribArray(i);
glVertexAttribPointer(i,4,GL_UNSIGNED_INT,GL_FALSE,0,0);
i=2; // normal
glBindBuffer(GL_ARRAY_BUFFER,sphere_vbo[i]);
glBufferData(GL_ARRAY_BUFFER,sizeof(sphere_nor),sphere_nor,GL_STATIC_DRAW);
glEnableVertexAttribArray(i);
glVertexAttribPointer(i,3,GL_FLOAT,GL_FALSE,0,0);
/*
i=3; // color
glBindBuffer(GL_ARRAY_BUFFER,sphere_vbo[i]);
glBufferData(GL_ARRAY_BUFFER,sizeof(sphere_col),sphere_col,GL_STATIC_DRAW);
glEnableVertexAttribArray(i);
glVertexAttribPointer(i,3,GL_FLOAT,GL_FALSE,0,0);
*/
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER,0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
glDisableVertexAttribArray(3);
}
void sphere_exit()
{
glDeleteVertexArrays(4,sphere_vao);
glDeleteBuffers(4,sphere_vbo);
}
void sphere_draw()
{
glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glBindVertexArray(sphere_vao[0]);
// glDrawArrays(GL_POINTS,0,sizeof(sphere_pos)/sizeof(GLfloat)); // POINTS ... no indices for debug
glDrawElements(GL_TRIANGLES,sizeof(sphere_ix)/sizeof(GLuint),GL_UNSIGNED_INT,0); // indices (choose just one line not both !!!)
glBindVertexArray(0);
}
void gl_draw()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float aspect=float(xs)/float(ys);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0/aspect,aspect,0.1,100.0);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0,0.0,-10.0);
glEnable(GL_DEPTH_TEST);
glDisable(GL_TEXTURE_2D);
sphere_draw();
glFlush();
SwapBuffers(hdc);
}
//---------------------------------------------------------------------------
Usage is simple after OpenGL context is created and extensions loaded call sphere_init() before closing app call sphere_exit() (while OpenGL context is still running) and when you want to render call sphere_draw(). I make an gl_draw() example with some settings and here the preview of it:
The point is to create 2D grid of points covering whole surface of sphere (via spherical long,lat a,b angles) and then just create triangles covering whole grid...

Instancing with OpenGL 3.3 seems very slow

I wrote a minimal code-sample in C++, which is rendering 10000 colored
quads on the screen. I am using "instancing" and so updating only
the model-matrix for each quad each frame. The data of the 6 vertices
are stored in an indivdual VBO und will be reused all the time.
The projection-matrix (orthographic) is injected once at program-start
via uniform. The model-matrix is calculated on the CPU with the library GLM.
I measured the rendering-time and I got only an average FPS of 52.
I think this is MUCH to less, but I cannot find the mistake/bottleneck in my little sample program.
After some analysis it seems, that the 3 calculations done with GLM
are very slow. Am I doing something wrong here? For example, If
I remove the rotating-calculation, I get an FPS-boost of 10 FPS!
Maybe you can help me to find out, what I can do better here and how
can I optimize my sample. It is important for me, that each quad is individual configurable during runtime, so I decided to use instancing.
Moving the matrix-calculations to the GPU seems another option, but I am really confused, why the CPU has so much problems calculating the 10000
model-matrices! Ok, my CPU is very bad (Athlon 2 Core-Duo M300, GPU is ATI Mobility Radeon 4100), but It should do this task in no measurable time, or?
Here is minimal, fully working, compilable example (If u have GLFW and GLM).
Maybe someone have some time and can help me out here :)
#define GLEW_STATIC
#define GLM_FORCE_INLINE
#define GLM_FORCE_SSE2
#include "glew.h"
#include "glfw3.h"
#include "glm.hpp"
#include "glm/gtc/matrix_transform.hpp"
#include <conio.h>
#include <cstdlib>
#include <iostream>
#include <ctime>
GLuint buildShader()
{
std::string strVSCode =
"#version 330 core\n"
"in vec3 vertexPosition;\n"
"in mat4 modelMatrix;\n"
"uniform mat4 projectionMatrix;\n"
"out vec4 m_color;\n"
"void main() {\n"
" vec4 vecVertex = vec4(vertexPosition, 1);\n"
" gl_Position = projectionMatrix * modelMatrix * vecVertex;\n"
" m_color = gl_Position;\n"
"}\n";
std::string strFSCode = "#version 330 core\n"
"out vec4 frag_colour;\n"
"in vec4 m_color;\n"
"void main() {\n"
" frag_colour = vec4(m_color.x, m_color.y, m_color.z, 0.5f);\n"
"}\n";
GLuint gluiVertexShaderId = glCreateShader(GL_VERTEX_SHADER);
char const * VertexSourcePointer = strVSCode.c_str();
glShaderSource(gluiVertexShaderId, 1, &VertexSourcePointer, NULL);
glCompileShader(gluiVertexShaderId);
GLuint gluiFragmentShaderId = glCreateShader(GL_FRAGMENT_SHADER);
char const * FragmentSourcePointer = strFSCode.c_str();
glShaderSource(gluiFragmentShaderId, 1, &FragmentSourcePointer, NULL);
glCompileShader(gluiFragmentShaderId);
GLuint gluiProgramId = glCreateProgram();
glAttachShader(gluiProgramId, gluiVertexShaderId);
glAttachShader(gluiProgramId, gluiFragmentShaderId);
glLinkProgram(gluiProgramId);
glDeleteShader(gluiVertexShaderId);
glDeleteShader(gluiFragmentShaderId);
return gluiProgramId;
}
struct Sprite
{
glm::vec3 position, dimension;
float speed, rotation, rx, ry;
};
struct Vertex
{
float x, y, z;
Vertex(){};
Vertex(float x, float y, float z) : x(x), y(y), z(z) {}
};
int main(int arc, char **argv)
{
// GLFW init
int displayResWith = 1366; //modify this here
int displayResHeight = 768; //modify this here
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, 1);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RED_BITS, 8);
glfwWindowHint(GLFW_GREEN_BITS, 8);
glfwWindowHint(GLFW_BLUE_BITS, 8);
glfwWindowHint(GLFW_ALPHA_BITS, 8);
glfwWindowHint(GLFW_DEPTH_BITS, 32);
glfwWindowHint(GLFW_STENCIL_BITS, 32);
GLFWwindow* window = glfwCreateWindow(displayResWith, displayResHeight,"Instancing", glfwGetPrimaryMonitor(),NULL);
int width, height;
glfwMakeContextCurrent(window);
glfwSwapInterval(0);
glfwGetFramebufferSize(window, &width, &height);
//GLEW init
glewExperimental = GL_TRUE;
glewInit();
const GLubyte* renderer = glGetString(GL_RENDERER);
const GLubyte* version = glGetString(GL_VERSION);
std::cout << "Renderer: " << renderer << std::endl;
std::cout << "OpenGL supported version: " << version << std::endl;
//OpenGL init
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClearColor(255.0f, 255.0f, 255.0f, 255.0f);
//Shader
GLuint programID = buildShader();
//VBO vertexBuffer
GLuint vertexBuffer;
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
Vertex VertexBufferData[6];
VertexBufferData[0] = Vertex(-0.5f, 0.5f, 0.0f); //Links oben
VertexBufferData[1] = Vertex(-0.5f, -0.5f, 0.0f); //Links unten
VertexBufferData[2] = Vertex(0.5f, -0.5f, 0.0f); //Rechts unten
VertexBufferData[3] = VertexBufferData[2]; //Rechts unten
VertexBufferData[4] = Vertex(0.5f, 0.5f, 0.0f); //Rechts oben
VertexBufferData[5] = VertexBufferData[0]; //Links oben
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex)*6, VertexBufferData, GL_STATIC_DRAW);
//VBO instanceBuffer
GLuint instanceBuffer;
glGenBuffers(1, &instanceBuffer);
glBindBuffer(GL_ARRAY_BUFFER, instanceBuffer);
int iMaxInstanceCount = 30000;
glm::mat4 *ptrInstanceBufferData = new glm::mat4[iMaxInstanceCount];
glBufferData(GL_ARRAY_BUFFER, iMaxInstanceCount * sizeof(glm::mat4), NULL, GL_STREAM_DRAW);
//VAO - Start
GLuint vertexArrayObject;
glGenVertexArrays(1, &vertexArrayObject);
glBindVertexArray(vertexArrayObject);
//For VBO vertexbuffer
glEnableVertexAttribArray(glGetAttribLocation(programID, "vertexPosition"));
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glVertexAttribPointer(
glGetAttribLocation(programID, "vertexPosition"),
3,
GL_FLOAT,
GL_FALSE,
sizeof(Vertex),
(void*)0
);
glVertexAttribDivisor(0, 0);
//For VBO instanceBuffer
int pos = glGetAttribLocation(programID, "modelMatrix");
int pos1 = pos + 0;
int pos2 = pos + 1;
int pos3 = pos + 2;
int pos4 = pos + 3;
glEnableVertexAttribArray(pos1);
glEnableVertexAttribArray(pos2);
glEnableVertexAttribArray(pos3);
glEnableVertexAttribArray(pos4);
glBindBuffer(GL_ARRAY_BUFFER, instanceBuffer);
glVertexAttribPointer(pos1, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 4 * 4, (void*)(0));
glVertexAttribPointer(pos2, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 4 * 4, (void*)(sizeof(float) * 4));
glVertexAttribPointer(pos3, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 4 * 4, (void*)(sizeof(float) * 8));
glVertexAttribPointer(pos4, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 4 * 4, (void*)(sizeof(float) * 12));
glVertexAttribDivisor(pos1, 1);
glVertexAttribDivisor(pos2, 1);
glVertexAttribDivisor(pos3, 1);
glVertexAttribDivisor(pos4, 1);
glBindVertexArray(0); //VAO - End
//Matrix vars
glm::mat4 Projection, Rotating, Scaling, Translation, Identity;
glm::vec3 ZRotateVec(0.0f, 0.0f, 1.0f);
//Calc projection-matrix and put shader (uniform)
Projection = glm::ortho(0.0f, (float)width, 0.0f, (float)height, 0.0f, 1.0f);
glUseProgram(programID);
glUniformMatrix4fv(glGetUniformLocation(programID, "projectionMatrix"), 1, GL_FALSE, &Projection[0][0]);
//Creating sprites
std::srand(static_cast<unsigned int>(std::time(0)));
int iActInstanceCount = 10000;
Sprite *ptrSprites = new Sprite[iActInstanceCount];
for (int i = 0; i < iActInstanceCount; ++i)
{
ptrSprites[i].dimension = glm::vec3(16, 16, 1.0f);
ptrSprites[i].position = glm::vec3(std::rand()%(width-32),std::rand()%(height-32),-1.0f *((std::rand()%256)/256.0f));
ptrSprites[i].rotation = rand() % 360 + 0.0f;
ptrSprites[i].rx = static_cast<float>(std::rand() % 2);
ptrSprites[i].ry = static_cast<float>(std::rand() % 2);
ptrSprites[i].speed = (std::rand() % 100) + 1.0f;
if (ptrSprites[i].speed < 1.0f) ptrSprites[i].speed = 1.0f;
}
//FPS init
double fFramesRendered = 0.0f;
double fFrameMeasurementStart = 0.0f;
double fFPS = 0.0f;
double fCurrentTime = 0.0f;
glfwSetTime(0);
//Main-loop (also renderloop)
while (!glfwWindowShouldClose(window))
{
//application-logic
if (glfwGetKey(window, GLFW_KEY_ESCAPE)== GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
const double fNewTime = glfwGetTime();
double fDeltaTime = fNewTime - fCurrentTime;
fCurrentTime = fNewTime;
for (int i = 0; i < iActInstanceCount; ++i)
{
float fSpeed = ptrSprites[i].speed * static_cast<float>(fDeltaTime);
ptrSprites[i].rotation += fSpeed;
if (ptrSprites[i].rotation >= 360.0f) ptrSprites[i].rotation = 0.0f;
if (ptrSprites[i].rx == 1) ptrSprites[i].position.x = ptrSprites[i].position.x + fSpeed;
if (ptrSprites[i].rx == 0) ptrSprites[i].position.x = ptrSprites[i].position.x - fSpeed;
if (ptrSprites[i].ry == 1) ptrSprites[i].position.y = ptrSprites[i].position.y + fSpeed;
if (ptrSprites[i].ry == 0) ptrSprites[i].position.y = ptrSprites[i].position.y - fSpeed;
if (ptrSprites[i].position.x <= 0) ptrSprites[i].rx = 1;
if (ptrSprites[i].position.x + ptrSprites[i].dimension.x >= width) ptrSprites[i].rx = 0;
if (ptrSprites[i].position.y <= 0) ptrSprites[i].ry = 1;
if (ptrSprites[i].position.y + ptrSprites[i].dimension.y >= height) ptrSprites[i].ry = 0;
//matrix-calculations (saved in local buffer)
Translation = glm::translate(Identity, ptrSprites[i].position + glm::vec3(ptrSprites[i].dimension.x / 2.0f, ptrSprites[i].dimension.y / 2.0f, 0.0f));
Scaling = glm::scale(Translation, ptrSprites[i].dimension);
ptrInstanceBufferData[i] = glm::rotate(Scaling, ptrSprites[i].rotation, ZRotateVec);
}
//render-call
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(programID);
glBindVertexArray(vertexArrayObject);
glBindBuffer(GL_ARRAY_BUFFER, instanceBuffer);
glBufferData(GL_ARRAY_BUFFER, iMaxInstanceCount * sizeof(glm::mat4), NULL, GL_STREAM_DRAW); // Buffer orphaning
glBufferSubData(GL_ARRAY_BUFFER, 0, iActInstanceCount * sizeof(glm::mat4), ptrInstanceBufferData);
glDrawArraysInstanced(GL_TRIANGLES, 0, 6, iActInstanceCount);
glBindVertexArray(0);
glfwSwapBuffers(window);
glfwPollEvents();
//FPS-stuff
++fFramesRendered;
if ((fCurrentTime*1000.0f) >= (fFrameMeasurementStart*1000.0f) + 1000.0f)
{
fFPS = ((fCurrentTime*1000.0f) - (fFrameMeasurementStart*1000.0f)) / 1000.0f * fFramesRendered;
fFrameMeasurementStart = fCurrentTime;
fFramesRendered = 0;
std::cout << "FPS: " << fFPS << std::endl;
}
}
//Termination and cleanup
glDeleteBuffers(1, &vertexBuffer);
glDeleteBuffers(1, &instanceBuffer);
glDeleteVertexArrays(1, &vertexArrayObject);
glDeleteProgram(programID);
glfwDestroyWindow(window);
glfwTerminate();
return _getch();
}
Well, after testing it on my machine, it is definitely CPU limited, so nothing you do with OGL is going to make much difference. I get about ~300fps with GCC on at least -O1, but only ~80 with -O0. My CPU is very fast (i7 2600k, 4.7ghz), but my GPU is rather slow (GT 520). I'm also on Ubuntu.
Some quick ideas for things that might speed it up a little:
Put the vertex positions in an array in the vertex shader and use gl_VertexID to access them
Use GL_TRIANGLE_STRIP instead of GL_TRIANGLES
Use radians for angles, as otherwise GLM has to convert them
None of these are likely to make much of any impact, really. Just make sure your compiler is set up right, and there probably isn't much more to do.

OpenGL - SegFault on glBufferData() while loading vertex data

Problem: Segmentation fault on glBufferData.
About libs & input data:
3ds file contains a few models.
GLEW - 1.11.0
GLFW - 3.0.4
GLM - 0.9.5.4
ASSIMP - 3.1.1
OS - Windows 7 x64 lastest PS
GPU: nvidia 770
Output:
Wersja OpenGL: 4.4.0
Kompilacja shadera...
Compiling shader : vert.vs
- Success
Compiling shader : frag.fs
- Success
Ustawianie Model - Widok - Projekcja...
Wczytywanie wczeťniej wygenerowanych obiektˇw...
Ladowanie Mesha nr.0...
Rozmiary - 2 | 108 | 108
a
b
c
Here is code:
Mesh_Loader.cpp
GLfloat **vertexData, **normalData, **colorsData_buffer;
GLushort** indexData;
/** Bufory */
GLuint* vertexBuffer, *colorBuffer, *indexBuffer;
int mesh_size = 0;
unsigned int* count_of_vertex; //Licznik ile vertex-ów na danym meshie jest
int* count_of_index; //Licznik indeksów
unsigned int suma_vertexow = 0; //Suma wszystkich vertexow... normalnie się powinno to inaczej obejść. Ale kij.
const struct aiFace* tmp_face;
int tmp_index = 0;
//[...]
bool mesh_load(const std::string& Filename)
{
Assimp::Importer Importer;
const aiScene* pScene = Importer.ReadFile(Filename.c_str(), aiProcess_Triangulate | aiProcess_GenSmoothNormals | aiProcess_FlipUVs);
/** Sprawdzenie czy wczytał scene */
if (pScene) {
init_from_scene(pScene);
return true;
}
else
{
std::cout << "Wystąpił błąd podczas wczytywania: " << Importer.GetErrorString() << std::endl;
return false;
}
}
void pre_reserve_memory(const aiMesh* paiMesh, int cur_poz)
{
count_of_index[cur_poz] = 0;
for (unsigned int i = 0; i < paiMesh->mNumFaces; i++) {
tmp_face = &paiMesh->mFaces[i];
count_of_index[cur_poz] += tmp_face->mNumIndices;
}
indexData[cur_poz] = new GLushort[count_of_index[cur_poz]];
}
void init_from_scene(const aiScene* pScene)
{
mesh_size = pScene->mNumMeshes;
//Pre Rezerwacja miejsca
vertexData = new GLfloat*[mesh_size];
colorsData_buffer = new GLfloat*[mesh_size];
normalData = new GLfloat*[mesh_size];
indexData = new GLushort*[mesh_size];
//Buffory
vertexBuffer = new GLuint[mesh_size];
colorBuffer = new GLuint[mesh_size];
indexBuffer = new GLuint[mesh_size];
count_of_vertex = new unsigned int[mesh_size];
count_of_index = new int[mesh_size];
for (unsigned int i = 0; i < pScene->mNumMeshes; i++)
{
pre_reserve_memory(pScene->mMeshes[i], i);
// [...]
przepare_mesh(pScene->mMeshes[i], vertexData[i], colorsData_buffer[i], normalData[i], indexData[i], &count_of_vertex[i]);
}
}
void przepare_mesh(const aiMesh* paiMesh, GLfloat* vertexData, GLfloat* colorsData_buffer, GLfloat* normalData, GLushort* indexData, unsigned int* count_of_vertex)
{
int counter;
vertexData = (GLfloat *)&paiMesh->mVertices;
colorsData_buffer = (GLfloat *)&paiMesh->mColors;
normalData = (GLfloat *)&paiMesh->mNormals;
*count_of_vertex = paiMesh->mNumVertices;
for (unsigned int i = 0; i < paiMesh->mNumFaces; i++) {
tmp_face = &paiMesh->mFaces[i];
for (unsigned int j = 0; j < tmp_face->mNumIndices; j++)
{
counter = i + j;
indexData[counter] = tmp_face->mIndices[j];
}
}
}
/** TODO: RE-LIGHTING, MOUSE */
void render_scene()
{
glLinkProgram(program); // jak skompilowalem kod to moge go polaczyc z bibliotekami - linkowanie
glUseProgram(program); // od tego momentu wszystko co zrobie bedzie uzywac tego programu (tej kombinacji shaderow)
glClearColor(0.0f, 0.0f, 0.4f, 0.0f); // ustala kolor wyczyszczonego okna
glEnable(GL_CULL_FACE); // wewnetrzne flagi opengl
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
/** Model - View - Projection */
glm::mat4 Model = glm::mat4(1.0f); // tworzenie macierzy obiektu
glm::mat4 View = glm::lookAt(glm::vec3(0.0f, 2.0f, -5.0f), glm::vec3(), glm::vec3(0.0f, 1.0f, 0.0f)); // widoku
glm::mat4 Projection = glm::perspective(60.0f, 16.0f / 9.0f, 0.1f, 1000.0f); // projekcji
glm::mat4 MVP; // zmienna na pozniej
GLuint MVPUniformLoc = glGetUniformLocation(program, "MVP"); // daje wskaznik gdzie MVP znajduje sie w pamieci
/** Addresy Pamięci */
GLuint positionAttribLoc = glGetAttribLocation(program, "position"); // wytlumaczenie cpu jak sie dostac do adresu pamieci gpu
GLuint colorAttribLoc = glGetAttribLocation(program, "color");
/** tworzenie tablicy przechowujacej vertexy */
GLuint vertexArrayObject;
glGenVertexArrays(1, &vertexArrayObject);
glBindVertexArray(vertexArrayObject);
for (int i = 0; i < mesh_size; i++)
{
suma_vertexow += count_of_vertex[i];
glGenBuffers(1, &vertexBuffer[i]);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[i]);
glBufferData(GL_ARRAY_BUFFER, (sizeof(GLfloat)* count_of_vertex[i]), vertexData[i], GL_STATIC_DRAW); //Problem Area
if (colorsData_buffer[i] != NULL)
{
glGenBuffers(1, &colorBuffer[i]);
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer[i]);
glBufferData(GL_ARRAY_BUFFER, (sizeof(GLfloat) * count_of_vertex[i]), colorsData_buffer[i], GL_DYNAMIC_DRAW);
}
glGenBuffers(1, &indexBuffer[i]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer[i]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (sizeof(GLushort)* count_of_index[i]), indexData[i], GL_DYNAMIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, NULL);
glEnableVertexAttribArray(positionAttribLoc); // atrybuty wskazinikow (bufory)
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[i]);
glVertexAttribPointer(
positionAttribLoc, // attribute. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
NORMALIZED, // normalized?
0, // stride - wierzcholki oznaczajace pozycje sa w tym buforze jeden za drugim (odstep miedzy kolejnymi wierzcholkami)
(GLvoid*)0 // array buffer offset - w ktorym miejscu bufora zaczyna sie inf o wierzcholkach
);
glBindBuffer(GL_ARRAY_BUFFER, NULL);
if (colorsData_buffer[i] != NULL)
{
glEnableVertexAttribArray(colorAttribLoc);
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer[i]);
glVertexAttribPointer(
colorAttribLoc, // attribute. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
NORMALIZED, // normalized?
0, // stride
(GLvoid*)0 // array buffer offset
);
}
glBindBuffer(GL_ARRAY_BUFFER, NULL);
}
//[...]
}
Mesh_Loader -> load via assimp.importer data from 3DS file
and extract data about index, Colors, Vertex, Normals for each mesh
function render -> load data about: data about index, Colors, Vertex, Normals
but It causes some problem when it loading data into buffer "glBufferData"
SegFault
Additioanl_func.cpp
Extra functions for load shader & mouse callback
Where is there problem?
I don't think this is an OpenGL problem. The code is simply using uninitialized pointers. This would likely cause a crash if they are used for anything. It just happens to be the case that they are passed to glBufferData().
Walking through the usage of vertexData, it's declared as a pointer to pointer to GLfloat:
GLfloat **vertexData;
Then it gets allocated:
vertexData = new GLfloat*[mesh_size];
vertexData now points to mesh_size pointers to GLfloat. Note that these pointers are uninitialized.
These pointers are then passed as arguments to a function:
przepare_mesh(..., vertexData[i], ...);
Inside the function, a value is then assigned to the function argument (I'm renaming the argument from the original code to avoid name confusion in my explanation):
void przepare_mesh(..., GLfloat* vertices, ...)
{
...
vertices = (GLfloat *)&paiMesh->mVertices;
Since the pointer was passed to the function by value, this assignment only changes the local value of the argument, and does not set a value for the pointer that was originally passed in. So vertexData[i] will still be uninitialized when this function returns.
Later, vertexData[i] is used as an argument for glBufferData(), and causes a crash because it's uninitialized.
The easiest way to fix this would be to change the declaration of the function argument to a reference:
void przepare_mesh(..., GLfloat*& vertices, ...)
Once the argument is a reference, assigning a value to it inside the function will change the value of the pointer passed in by the caller.
There are other cases of the same problem in the code, I just used the first one to illustrate the problem.

OpenGL: Terrain not drawing (heightmap)

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)