OpenGL - SegFault on glBufferData() while loading vertex data - c++

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.

Related

OpenGL Problems with Rendering Multiple Objects

I'm brand new to OpenGL and am having some difficulty rendering multiple objects.
I have a vector each of which has its own VertexBuffer. Then, in the while loop I draw each shape on its own.
It's all well and good when I have many of the same objects (multiple cubes etc.) however, when I add a triangle mesh everything gets all out of whack.
I can have many cubes
I can have a single triangle mesh:
But, when I try to have a cube and then a triangle mesh I get:
I'm totally at a loss for what's going on. The code for my loop is provided below.
while (!glfwWindowShouldClose(window))
{
// Get the size of the window
int width, height;
glfwGetWindowSize(window, &width, &height);
float aspect_ratio = 1 * float(height)/float(width); // corresponds to the necessary width scaling
double xpos, ypos;
glfwGetCursorPos(window, &xpos, &ypos);
// Clear the framebuffer
glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Enable depth test
glEnable(GL_DEPTH_TEST);
glUniform3f(program.uniform("triangleColor"), 1.0f, 1.0f, 1.0f);
glUniformMatrix4fv(program.uniform("proj"), 1, GL_FALSE, projection.data());
glUniformMatrix4fv(program.uniform("view"), 1, GL_FALSE, view.data());
int tally = 0;
for (int i = 0; i < surfaces.size(); i++) {
Surface *s = surfaces[i];
Vector3f color = s->getColor();
int tempIndex = triangleIndex;
Matrix4f model = s->getModel();
// Convert screen position to world coordinates
double xworld = ((xpos/double(width))*2)-1;
double yworld = (((height-1-ypos)/double(height))*2)-1; // NOTE: y axis is flipped in glfw
if (isPressed && mode == "translate") {
if(tempIndex == i) {
Vector4f center = s->getCenter() + model.col(3);
Vector4f displacement = Vector4f(xworld, yworld, 0, 1) - center;
Matrix4f translation = translateMatrix(displacement(0), displacement(1), displacement(2));
model = translation * s->getModel();
s->setModel(model);
}
}
glUniform3f(program.uniform("triangleColor"), color(0), color(1), color(2));
glUniformMatrix4fv(program.uniform("model"), 1, GL_FALSE, model.data());
glDrawArrays(GL_TRIANGLES, 0, s->getVertices().size());
}
And I initialize each VBO when making the object as
VertexBufferObject VBO;
VBO.init();
VBO.update(Vertices);
program.bindVertexAttribArray("position", VBO);
Surface* s = new Surface(VBO, Vertices, percentScale, 0, transformedCenter, SmoothNormals, FlatNormals, color);
s->setModel(model);
surfaces.push_back(s);
And where Program::bindVertexAttribArray is defined as
GLint Program::bindVertexAttribArray(
const std::string &name, VertexBufferObject& VBO) const
{
GLint id = attrib(name);
if (id < 0)
return id;
if (VBO.id == 0)
{
glDisableVertexAttribArray(id);
return id;
}
VBO.bind();
glEnableVertexAttribArray(id);
glVertexAttribPointer(id, VBO.rows, GL_FLOAT, GL_FALSE, 0, 0);
check_gl_error();
return id;
}
You're not binding any buffers before the draw call. You're probably simply drawing whatever buffer you last bound when you initialised them. You'll need something like this at the end of your loop before glDrawArrays:
...
program.bindVertexAttribArray("position", VBO); // where VBO is the buffer of surface s
glUniform3f(program.uniform("triangleColor"), color(0), color(1), color(2));
glUniformMatrix4fv(program.uniform("model"), 1, GL_FALSE, model.data());
glDrawArrays(GL_TRIANGLES, 0, s->getVertices().size());

OpenGL Model/Texture rendering using VAO/VBO

I am trying to render 3D models with textures using Assimp. The conversion goes perfect, all textures positions and what not gets loaded. I have tested the texture images by drawing them to the screen in 2D.
For some reason it does not render the textures to the model.
I am a beginner in OpenGL so forgive me if i dont explain it right.
The tutorial I have based the code on is from here, but i stripped a big part since I have my own camera/movement system.
The model renders like this: http://i.stack.imgur.com/5sK9K.png
whilest the texture in use looks like this: http://i.stack.imgur.com/sWGp7.jpg
The relevant rendering code is the following:
Generating textures from data file:
int Mesh::LoadGLTextures(const aiScene* scene){
if (scene->HasTextures()) return -1; //yes this is correct
/* getTexture Filenames and Numb of Textures */
for (unsigned int m = 0; m<scene->mNumMaterials; m++){
int texIndex = 0;
aiReturn texFound;
aiString path; // filename
while ((texFound = scene->mMaterials[m]->GetTexture(aiTextureType_DIFFUSE, texIndex, &path)) == AI_SUCCESS){
textureIdMap[path.data] = NULL; //fill map with textures, pointers still NULL yet
texIndex++;
}
}
int numTextures = textureIdMap.size();
/* create and fill array with GL texture ids */
GLuint* textureIds = new GLuint[numTextures];
/* get iterator */
std::map<std::string, GLuint>::iterator itr = textureIdMap.begin();
std::string basepath = getBasePath(path);
ALLEGRO_BITMAP *image;
for (int i = 0; i<numTextures; i++){
std::string filename = (*itr).first; // get filename
(*itr).second = textureIds[i]; // save texture id for filename in map
itr++; // next texture
std::string fileloc = basepath + filename; /* Loading of image */
image = al_load_bitmap(fileloc.c_str());
if (image) /* If no error occured: */{
GLuint texId = al_get_opengl_texture(image);
//glGenTextures(numTextures, &textureIds[i]); /* Texture name generation */
glBindTexture(GL_TEXTURE_2D, texId); /* Binding of texture name */
//redefine standard texture values
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); /* We will use linear
interpolation for magnification filter */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); /* We will use linear
interpolation for minifying filter */
textureIdMap[filename] = texId;
} else {
/* Error occured */
std::cout << "Couldn't load Image: " << fileloc.c_str() << "\n";
}
}
//Cleanup
delete[] textureIds;
//return success
return true;
}
Generating VBO/VAO:
void Mesh::genVAOsAndUniformBuffer(const aiScene *sc) {
struct MyMesh aMesh;
struct MyMaterial aMat;
GLuint buffer;
// For each mesh
for (unsigned int n = 0; n < sc->mNumMeshes; ++n){
const aiMesh* mesh = sc->mMeshes[n];
// create array with faces
// have to convert from Assimp format to array
unsigned int *faceArray;
faceArray = (unsigned int *)malloc(sizeof(unsigned int) * mesh->mNumFaces * 3);
unsigned int faceIndex = 0;
for (unsigned int t = 0; t < mesh->mNumFaces; ++t) {
const aiFace* face = &mesh->mFaces[t];
memcpy(&faceArray[faceIndex], face->mIndices, 3 * sizeof(unsigned int));
faceIndex += 3;
}
aMesh.numFaces = sc->mMeshes[n]->mNumFaces;
// generate Vertex Array for mesh
glGenVertexArrays(1, &(aMesh.vao));
glBindVertexArray(aMesh.vao);
// buffer for faces
glGenBuffers(1, &buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * mesh->mNumFaces * 3, faceArray, GL_STATIC_DRAW);
// buffer for vertex positions
if (mesh->HasPositions()) {
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * mesh->mNumVertices, mesh->mVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(vertexLoc);
glVertexAttribPointer(vertexLoc, 3, GL_FLOAT, 0, 0, 0);
}
// buffer for vertex normals
if (mesh->HasNormals()) {
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * mesh->mNumVertices, mesh->mNormals, GL_STATIC_DRAW);
glEnableVertexAttribArray(normalLoc);
glVertexAttribPointer(normalLoc, 3, GL_FLOAT, 0, 0, 0);
}
// buffer for vertex texture coordinates
if (mesh->HasTextureCoords(0)) {
float *texCoords = (float *)malloc(sizeof(float) * 2 * mesh->mNumVertices);
for (unsigned int k = 0; k < mesh->mNumVertices; ++k) {
texCoords[k * 2] = mesh->mTextureCoords[0][k].x;
texCoords[k * 2 + 1] = mesh->mTextureCoords[0][k].y;
}
glGenBuffers(1, &buffer);
glEnableVertexAttribArray(texCoordLoc);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 2 * mesh->mNumVertices, texCoords, GL_STATIC_DRAW);
glVertexAttribPointer(texCoordLoc, 2, GL_FLOAT, GL_FALSE, 0, 0);
}
// unbind buffers
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// create material uniform buffer
aiMaterial *mtl = sc->mMaterials[mesh->mMaterialIndex];
aiString texPath; //contains filename of texture
if (AI_SUCCESS == mtl->GetTexture(aiTextureType_DIFFUSE, 0, &texPath)){
//bind texture
unsigned int texId = textureIdMap[texPath.data];
aMesh.texIndex = texId;
aMat.texCount = 1;
} else {
aMat.texCount = 0;
}
float c[4];
set_float4(c, 0.8f, 0.8f, 0.8f, 1.0f);
aiColor4D diffuse;
if (AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_DIFFUSE, &diffuse))
color4_to_float4(&diffuse, c);
memcpy(aMat.diffuse, c, sizeof(c));
set_float4(c, 0.2f, 0.2f, 0.2f, 1.0f);
aiColor4D ambient;
if (AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_AMBIENT, &ambient))
color4_to_float4(&ambient, c);
memcpy(aMat.ambient, c, sizeof(c));
set_float4(c, 0.0f, 0.0f, 0.0f, 1.0f);
aiColor4D specular;
if (AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_SPECULAR, &specular))
color4_to_float4(&specular, c);
memcpy(aMat.specular, c, sizeof(c));
set_float4(c, 0.0f, 0.0f, 0.0f, 1.0f);
aiColor4D emission;
if (AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_EMISSIVE, &emission))
color4_to_float4(&emission, c);
memcpy(aMat.emissive, c, sizeof(c));
float shininess = 0.0;
unsigned int max;
aiGetMaterialFloatArray(mtl, AI_MATKEY_SHININESS, &shininess, &max);
aMat.shininess = shininess;
glGenBuffers(1, &(aMesh.uniformBlockIndex));
glBindBuffer(GL_UNIFORM_BUFFER, aMesh.uniformBlockIndex);
glBufferData(GL_UNIFORM_BUFFER, sizeof(aMat), (void *)(&aMat), GL_STATIC_DRAW);
myMeshes.push_back(aMesh);
}
}
Rendering model:
void Mesh::recursive_render(const aiScene *sc, const aiNode* nd){
// draw all meshes assigned to this node
for (unsigned int n = 0; n < nd->mNumMeshes; ++n){
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, myMeshes[nd->mMeshes[n]].texIndex);
// bind VAO
glBindVertexArray(myMeshes[nd->mMeshes[n]].vao);
// draw
glDrawElements(GL_TRIANGLES, myMeshes[nd->mMeshes[n]].numFaces * 3, GL_UNSIGNED_INT, 0);
}
// draw all children
for (unsigned int n = 0; n < nd->mNumChildren; ++n){
recursive_render(sc, nd->mChildren[n]);
}
}
Any other relevant code parts can be found in my open github project https://github.com/kwek20/StrategyGame/tree/master/Strategy
Mesh.cpp is relevant, as well as main.cpp and Camera.cpp.
As far as I understaind I followed the guidelines well, created a VAO, created VBOs, added data and enabled the proper vertex array attriute tot render the scene with.
I have checked all the data variables and everything is filled according to plan
Could anyone here spot the mistake I have made and or explain it?
Some links are typed weird because of the limit I have :(
It would help if you posted your shaders also.
I can post some rendering code with textures if that helps you out:
Generating the texture for opengl and loading a grayscale (UC8) image with width and height into the GPU
void GLRenderer::getTexture(unsigned char * image, int width, int height)
{
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &mTextureID);
glBindTexture(GL_TEXTURE_2D, mTextureID);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB8, width, height);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_BGR, GL_UNSIGNED_BYTE, image);
if (aux::checkGlErrors(__LINE__, __FILE__))assert(false);
glBindTexture(GL_TEXTURE_2D, 0);
}
Loading the vertices from assimp onto the gpu
//** buffer a obj file-style model, initialize the VAO
void GLRenderer::bufferModel(float* aVertexArray, int aNumberOfVertices, float* aNormalArray, int aNumberOfNormals, float* aUVList, int aNumberOfUVs, unsigned int* aIndexList, int aNumberOfIndices)
{
//** just to be sure we are current
glfwMakeContextCurrent(mWin);
//** Buffer all data in VBOs
glGenBuffers(1, &mVertex_buffer_object);
glBindBuffer(GL_ARRAY_BUFFER, mVertex_buffer_object);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * aNumberOfVertices * 3, aVertexArray, GL_STATIC_DRAW);
glGenBuffers(1, &mNormal_buffer_object);
glBindBuffer(GL_ARRAY_BUFFER, mNormal_buffer_object);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * aNumberOfNormals * 3, aNormalArray, GL_STATIC_DRAW);
glGenBuffers(1, &mUV_buffer_object);
glBindBuffer(GL_ARRAY_BUFFER, mUV_buffer_object);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * aNumberOfUVs * 2, aUVList, GL_STATIC_DRAW);
glGenBuffers(1, &mIndex_buffer_object);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndex_buffer_object);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * aNumberOfIndices, aIndexList, GL_STATIC_DRAW);
if (aux::checkGlErrors(__LINE__, __FILE__))assert(false);
//** VAO tells our shaders how to match up data from buffer to shader input variables
glGenVertexArrays(1, &mVertex_array_object);
glBindVertexArray(mVertex_array_object);
//** vertices first
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, mVertex_buffer_object);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
//** normals next
if (aNumberOfNormals > 0){
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, mNormal_buffer_object);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL);
}
//** UVs last
if (aNumberOfUVs > 0){
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, mUV_buffer_object);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, NULL);
}
//** indexing for reusing vertices in triangle-meshes
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndex_buffer_object);
//** check errors and store the number of vertices
if (aux::checkGlErrors(__LINE__, __FILE__))assert(false);
mNumVert = aNumberOfVertices;
mNumNormals = aNumberOfNormals;
mNumUVs = aNumberOfUVs;
mNumIndices = aNumberOfIndices;
}
The code above is called like:
//read vertices from file
std::vector<float> vertex, normal, uv;
std::vector<unsigned int> index;
//assimp-wrapping function to load obj to vectors
aux::loadObjToVectors("Resources\\vertices\\model.obj", vertex, normal, index, uv);
mPtr->bufferModel(&vertex[0], static_cast<int>(vertex.size()) / 3, &normal[0], static_cast<int>(normal.size()) / 3, &uv[0], static_cast<int>(uv.size()) / 2, &index[0], static_cast<int>(index.size()));
Then comes the shader-part:
In the vertex shader you just hand-through the UV-coordinate layer
#version 400 core
layout (location = 0) in vec3 vertexPosition_modelspace;
layout (location = 1) in vec3 vertexNormal_modelspace;
layout (location = 2) in vec2 vertexUV;
out vec2 UV;
[... in main then ...]
UV = vertexUV;
While in the fragment shader you assign the value to the pixel:
#version 400 core
in vec2 UV;
uniform sampler2D textureSampler;
layout(location = 0) out vec4 outColor;
[... in main then ...]
// you probably want to calculate lighting here then too, so its just the simplest way to get the texture inside
outColor = vec4(texture2D(textureSampler, UV).rgb, cosAngle);
//you can also check whether the UV coords are correctly bound by using:
outColor = vec4(UV.x, UV.y,1,1);
//and then checking the pixel-values in the resulting image (e.g. render it to a PBO and then download it onto the CPU for)
In the rendering loop also make sure that all the uniforms are correctly bound (especially texture related ones) and that the texture is active and bound
if (mTextureID != -1) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTextureID);
}
GLint textureLocation = glGetUniformLocation(mShaderProgram, "textureSampler");
glUniform1i(textureLocation, 0);
//**set the poligon mode
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
//**drawElements because of indexing
glDrawElements(GL_TRIANGLES, mNumIndices, GL_UNSIGNED_INT, 0);
I hope I could help you!
Kind regards,
VdoP

Instantiation order changing draw in OpenGL using VAO

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.

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)

OpenGL VBO Drawing

I seem to be having some trouble drawing objects in OpenGL using VBOs. I've attempted to copy the example from: http://www.opengl.org/wiki/VBO_-_just_examples (number 2) but I can't get a plane to appear on screen.
Vertex.h:
#include <freeglut>
struct Vertex {
GLfloat position[3];
GLfloat normal[3];
GLfloat *uvs[2];
unsigned short uvCount;
};
Triangles.h:
#include <GL/glew.h>
#include "Vertex.h"
class Triangles {
public:
Triangles(GLuint program, Vertex *vertices, unsigned int vertexCount, unsigned int *indices[3], unsigned int indiceCount);
~Triangles();
void Draw();
private:
GLuint program;
GLuint VertexVBOID;
GLuint IndexVBOID;
GLuint VaoID;
unsigned int *indices[3];
unsigned int indiceCount;
};
Triangles.cpp:
#include "Triangles.h"
#include <stdio.h>
#include <stddef.h>
Triangles::Triangles(GLuint program, unsigned int *indices[3], unsigned int indiceCount) {
memcpy(this->indices, indices, sizeof(int) * indiceCount * 3);
this->indiceCount = indiceCount;
this->program = program;
glGenVertexArrays(1, &VaoID);
glBindVertexArray(VaoID);
glGenBuffers(1, &VertexVBOID);
glBindBuffer(GL_ARRAY_BUFFER, VertexVBOID);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * vertexCount, vertices, GL_STATIC_DRAW);
GLuint attributeLocation = glGetAttribLocation(program, "position");
glEnableVertexAttribArray(attributeLocation);
glVertexAttribPointer(attributeLocation, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid *)(offsetof(Vertex, position)));
attributeLocation = glGetAttribLocation(program, "normal");
glEnableVertexAttribArray(attributeLocation);
glVertexAttribPointer(attributeLocation, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid *)(offsetof(Vertex, normal)));
glGenBuffers(1, &IndexVBOID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IndexVBOID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * 3 * indiceCount, indices, GL_STATIC_DRAW);
};
Triangles::~Triangles() {
glDisableVertexAttribArray(glGetAttribLocation(program, "position"));
glDisableVertexAttribArray(glGetAttribLocation(program, "normal"));
glDeleteBuffers(1, &VertexVBOID);
glDeleteBuffers(1, &IndexVBOID);
glDeleteVertexArrays(1, &VaoID);
}
void Triangles::Draw() {
glBindVertexArray(VaoID);
glDrawElements(GL_TRIANGLES, indiceCount, GL_UNSIGNED_INT, 0);
};
Excerpt from main.cpp (creating triagle object):
Vertex vertices[4];
vertices[0].position[0] = -1;
vertices[0].position[1] = 1;
vertices[0].position[2] = 0;
vertices[0].normal[0] = 0;
vertices[0].normal[0] = 0;
vertices[0].normal[0] = 1;
vertices[0].uvCount = 0;
vertices[1].position[0] = 1;
vertices[1].position[1] = 1;
vertices[1].position[2] = 0;
vertices[1].normal[0] = 0;
vertices[1].normal[0] = 0;
vertices[1].normal[0] = 1;
vertices[1].uvCount = 0;
vertices[2].position[0] = 1;
vertices[2].position[1] = -1;
vertices[2].position[2] = 0;
vertices[2].normal[0] = 0;
vertices[2].normal[0] = 0;
vertices[2].normal[0] = 1;
vertices[2].uvCount = 0;
vertices[3].position[0] = -1;
vertices[3].position[1] = -1;
vertices[3].position[2] = 0;
vertices[3].normal[0] = 0;
vertices[3].normal[0] = 0;
vertices[3].normal[0] = 1;
vertices[3].uvCount = 0;
unsigned int **indices;
indices = new unsigned int*[2];
indices[0] = new unsigned int[3];
indices[0][0] = 0;
indices[0][1] = 1;
indices[0][2] = 2;
indices[1] = new unsigned int[3];
indices[1][0] = 2;
indices[1][1] = 3;
indices[1][2] = 0;
Triangles *t = new Triangles(program, vertices, 4 indices, 2);
createShader(GLenum , char *):
GLuint createShader(GLenum type, char *file) {
GLuint shader = glCreateShader(type);
const char *fileData = textFileRead(file);
glShaderSource(shader, 1, &fileData, NULL);
glCompileShader(shader);
return shader;
}
Shader loading:
GLuint v = createShader(GL_VERTEX_SHADER);
GLuint f = createShader(GL_FRAGMENT_SHADER, "fragmentShader.frag");
program = glCreateProgram();
glAttachShader(program, v);
glAttachShader(program, f);
glLinkProgram(program);
glUseProgram(program);
vertexShader.vert:
in vec3 position;
in vec3 normal;
out vec3 a_normal;
void main() {
gl_Position = vec4(position, 1.0);
}
fragmentShader.frag:
in vec3 a_normal;
out vec4 out_color;
void main() {
out_color = vec4(1.0, 1.0, 1.0, 1.0);
}
Please let me know if more code is needed. As a side note everything compiles just fine, I just don't see the plane that I have constructed on screen (maybe because I didn't use colors?)
My OpenGL information is as follows:
Vendor: ATI Technologies Inc.
Renderer: ATI Radeon HD 5700 Series
Version: 3.2.9756 Compatibility Profile Context
Extensions: extensions = GL_AMDX_name_gen_delete GL_AMDX_random_access_target GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_draw_buffers_blend GL_AMD_performance_monitor GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_texture
In response to your comments:
Unfortunately I do not do error checking
You should always add some OpenGL error checking, it will save you from so many problems. It should look something like the following:
int err = glGetError();
if(err != 0) {
//throw exception or log message or die or something
}
I used matrix functions because I didn't realize the vertex shader would effect that. I assumed the matrix set to the matrix at the top of the stack (the one I pushed before drawing.)
This is an incorrect assumption. The only variable which references deprecated the matrix stack is special (though deprecated) variable gl_ModelViewProjectionMatrix. What you currently have there is just an unused, uninitialized matrix, which is totally ignoring your matrix stack.
As for indices, I'm not exactly sure what you mean. I just drew the vertices on paper and decided the indices based on that.
I'm not referring to the indices of the triangle in your index buffer, but rather the first parameter to your glAttrib* functions. I suppose 'attribute location' is a more correct term than index.
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, ... //attrib location 0
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, ... //attrib location 1
You seem to just be randomly assuming that "0" and "1" map to "position" and "normal". This is not a safe assumption to make. You should be querying the attribute location values for "position" and "normal" with glGetAttribLocation, and then using that value to glEnableVertexAttribArray and glVertexAttribPointer.