OpenGL - Drawing Large Amounts of Information stored in VBO's - c++

I have fairly large C++ objects which load mesh data into memory and then draws based on an OnDisplay callback.
The problem is that the refresh rate is really slow which I suspect is because my code is poorly written.
Anyway; here is what my class looks like (function prototypes shown to give you an idea of how my class is set up).
What I want to know is if it is possible to just call the "glDrawElements" function somehow on what is in memory if most of my VBOs haven't changed and skip my Begin and end draw functions as shown below.
OR, even better,
If there is a magic OpenGL function I can call that, with one pass, OpenGL can render all of my unchanged Buffer IDs and I can simply focus on drawing the ones that have changed and the camera?
Mostly I will just have the camera moving through the scene.
I set these functions up based on tutorials and documentation so I know they work; I just want to speed up the drawing, especially when the meshes I am loading in are 100MB + in size.
First, here is my class prototype:
class MyMeshData
{
public:
MyMeshData();
~MyMeshData();
// Save up data into GPU buffers.
bool Initialize(const MeshDataFromFileClass * StaticMeshData);
// Update vertex positions for deformed meshes.
void UpdateVertexPosition(const MeshDataFromFileClass * StaticMeshData, const MyVector4Class * pVertices) const;
// Bind buffers, set vertex arrays, turn on lighting and texture.
void BeginDraw(ShadingMode pShadingMode) const;
// Draw all the faces with specific material with given shading mode.
void Draw(int pMaterialIndex, ShadingMode pShadingMode) const;
// Unbind buffers, reset vertex arrays, turn off lighting and texture.
void EndDraw() const;
// Get the count of material groups
int GetSubMeshCount() const { return mSubMeshes.GetCount(); }
private:
enum
{
VERTEX_VBO,
NORMAL_VBO,
UV_VBO,
INDEX_VBO,
VBO_COUNT,
};
// For every material, record the offsets in every VBO and triangle counts
struct SubMesh
{
SubMesh() : IndexOffset(0), TriangleCount(0) {}
int IndexOffset;
int TriangleCount;
};
GLuint mVBONames[VBO_COUNT];
MyMeshArray<SubMesh*> mSubMeshes;
bool mHasNormal;
bool mHasUV;
bool mAllByControlPoint; // Save data in VBO by control point or by polygon vertex.
};
And here is my Initialize Function:
bool Initialize(const MeshDataFromFileClass * StaticMeshData) {
[...]
/*
Earlier code that retrieves data from file removed.
Only the point where the data is transferred to the GPU is shown.
*/
// Create VBOs
glGenBuffers(VBO_COUNT, mVBONames);
// Save vertex attributes into GPU
glBindBuffer(GL_ARRAY_BUFFER, mVBONames[VERTEX_VBO]);
glBufferData(GL_ARRAY_BUFFER, lPolygonVertexCount * VERTEX_STRIDE * sizeof(float), lVertices, GL_STATIC_DRAW);
delete [] lVertices;
if (mHasNormal)
{
glBindBuffer(GL_ARRAY_BUFFER, mVBONames[NORMAL_VBO]);
glBufferData(GL_ARRAY_BUFFER, lPolygonVertexCount * NORMAL_STRIDE * sizeof(float), lNormals, GL_STATIC_DRAW);
delete [] lNormals;
}
if (mHasUV)
{
glBindBuffer(GL_ARRAY_BUFFER, mVBONames[UV_VBO]);
glBufferData(GL_ARRAY_BUFFER, lPolygonVertexCount * UV_STRIDE * sizeof(float), lUVs, GL_STATIC_DRAW);
delete [] lUVs;
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mVBONames[INDEX_VBO]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, lPolygonCount * TRIANGLE_VERTEX_COUNT * sizeof(unsigned int), lIndices, GL_STATIC_DRAW);
delete [] lIndices;
}
Here is my BeginDraw Function:
void MyMeshData::BeginDraw(ShadingMode pShadingMode) const
{
glBindBuffer(GL_ARRAY_BUFFER, mVBONames[VERTEX_VBO]);
/*
glVertexPointer(VERTEX_STRIDE, GL_FLOAT, 0, 0);
glEnableClientState(GL_VERTEX_ARRAY);
*/
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, VERTEX_STRIDE, GL_FLOAT, GL_FALSE, 0, 0);
// Set normal array.
if (mHasNormal && pShadingMode == SHADING_MODE_SHADED)
{
glBindBuffer(GL_ARRAY_BUFFER, mVBONames[NORMAL_VBO]);
glNormalPointer(GL_FLOAT, 0, 0);
glEnableClientState(GL_NORMAL_ARRAY);
}
// Set UV array.
if (mHasUV && pShadingMode == SHADING_MODE_SHADED)
{
glBindBuffer(GL_ARRAY_BUFFER, mVBONames[UV_VBO]);
glTexCoordPointer(UV_STRIDE, GL_FLOAT, 0, 0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mVBONames[INDEX_VBO]);
if (pShadingMode != SHADING_MODE_SHADED)
{
glColor4fv(DEFAULT_WIREFRAME_COLOR);
}
}
My Draw function ...
void MyMeshData::Draw(int pMaterialIndex, ShadingMode pShadingMode) const
{
// Where to start.
GLsizei lOffset = mSubMeshes[pMaterialIndex]->IndexOffset * sizeof(unsigned int);
if ( pShadingMode == SHADING_MODE_SHADED)
{
const GLsizei lElementCount = mSubMeshes[pMaterialIndex]->TriangleCount * 3;
glDrawElements(GL_TRIANGLES, lElementCount, GL_UNSIGNED_INT, reinterpret_cast<const GLvoid *>(lOffset));
}
else
{
for (int lIndex = 0; lIndex < mSubMeshes[pMaterialIndex]->TriangleCount; ++lIndex)
{
glDrawElements(GL_LINE_LOOP, TRIANGLE_VERTEX_COUNT, GL_UNSIGNED_INT, reinterpret_cast<const GLvoid *>(lOffset));
lOffset += sizeof(unsigned int) * TRIANGLE_VERTEX_COUNT;
}
}
}
And finally my End Draw Function....
void VBOMesh::EndDraw() const
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}

What I want to know is if it is possible to just call the
"glDrawElements" function somehow on what is in memory if most of my
VBOs haven't changed and skip my Begin and end draw functions as shown
below.
There is a feature in opengl that exactly does that, called Vertex Array Buffer (VAO). This feature allows you to save what you have in your begin draw into an object ( much like a VBO ) bind it, unbind it, saving you time so you don't have to bind all buffers by hand each time. I don't really remember since when it is supported, it is a core feature since opengl3 I'm sure about that, as far as I know even OpenGL ES 2.0 supports this via extension.
If there is a magic OpenGL function I can call that, with one pass,
OpenGL can render all of my unchanged Buffer IDs and I can simply
focus on drawing the ones that have changed and the camera?
If I understand this correctly, you want something like a cached rendering so instead of manually calling glDrawElements each time you want a function where you can throw in all your buffer id's and tell it to 'render these'. As far as I know the closest thing to this is instanced rendering, but that comes with it's limitations.
Altho I think there might be something else here since VBOs already make your rendering fast, and GPUs don't like small models, large models are really good for the GPU since it gets a chance to use its nifty features, super duper caching and what not to make it fast, where with small models there is not chance since before caches start to fill up the model is already rendered. So if this runs slow in your case it might be something else since what you are doing is almost ideal for a GPU to reach its top performance, I would suggest running something like gDebugger to profile which is the function or code piece that takes the most time and if that seems okay, then try a GPU debugger/profiler to see what takes the most time ( like NVPerfKit for nVidia ).

Related

OpenGL glMultiDrawElementsIndirect with Interleaved Buffers

Originally using glDrawElementsInstancedBaseVertex to draw the scene meshes. All the meshes vertex attributes are being interleaved in a single buffer object. In total there are only 30 unique meshes. So I've been calling draw 30 times with instance counts, etc. but now I want to batch the draw calls into one using glMultiDrawElementsIndirect. Since I have no experience with this command function, I've been reading articles here and there to understand the implementation with little success. (For testing purposes all meshes are instanced only once).
The command structure from the OpenGL reference page.
struct DrawElementsIndirectCommand
{
GLuint vertexCount;
GLuint instanceCount;
GLuint firstVertex;
GLuint baseVertex;
GLuint baseInstance;
};
DrawElementsIndirectCommand commands[30];
// Populate commands.
for (size_t index { 0 }; index < 30; ++index)
{
const Mesh* mesh{ m_meshes[index] };
commands[index].vertexCount = mesh->elementCount;
commands[index].instanceCount = 1; // Just testing with 1 instance, ATM.
commands[index].firstVertex = mesh->elementOffset();
commands[index].baseVertex = mesh->verticeIndex();
commands[index].baseInstance = 0; // Shouldn't impact testing?
}
// Create and populate the GL_DRAW_INDIRECT_BUFFER buffer... bla bla
Then later down the line, after setup I do some drawing.
// Some prep before drawing like bind VAO, update buffers, etc.
// Draw?
if (RenderMode == MULTIDRAW)
{
// Bind, Draw, Unbind
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, m_indirectBuffer);
glMultiDrawElementsIndirect (GL_TRIANGLES, GL_UNSIGNED_INT, nullptr, 30, 0);
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0);
}
else
{
for (size_t index { 0 }; index < 30; ++index)
{
const Mesh* mesh { m_meshes[index] };
glDrawElementsInstancedBaseVertex(
GL_TRIANGLES,
mesh->elementCount,
GL_UNSIGNED_INT,
reinterpret_cast<GLvoid*>(mesh->elementOffset()),
1,
mesh->verticeIndex());
}
}
Now the glDrawElements... still works fine like before when switched. But trying glMultiDraw... gives indistinguishable meshes but when I set the firstVertex to 0 for all commands, the meshes look almost correct (at least distinguishable) but still largely wrong in places?? I feel I'm missing something important about indirect multi-drawing?
//Indirect data
commands[index].firstVertex = mesh->elementOffset();
//Direct draw call
reinterpret_cast<GLvoid*>(mesh->elementOffset()),
That's not how it works for indirect rendering. The firstVertex is not a byte offset; it's the first vertex index. So you have to divide the byte offset by the size of the index to compute firstVertex:
commands[index].firstVertex = mesh->elementOffset() / sizeof(GLuint);
The result of that should be a whole number. If it wasn't, then you were doing unaligned reads, which probably hurt your performance. So fix that ;)

Can I call `glDrawArrays` multiple times while updating the same `GL_ARRAY_BUFFER`?

In a single frame, is it "allowed" to update the same GL_ARRAY_BUFFER continuously and keep calling glDrawArrays after each update?
I know this is probably not the best and not the most recommended way to do it, but my question is: Can I do this and expect to get the GL_ARRAY_BUFFER updated before every call to glDrawArrays ?
Code example would look like this:
// setup a single buffer and bind it
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
while (!renderStack.empty())
{
SomeObjectClass * my_object = renderStack.back();
renderStack.pop_back();
// calculate the current buffer size for data to be drawn in this iteration
SomeDataArrays * subArrays = my_object->arrayData();
unsigned int totalBufferSize = subArrays->bufferSize();
unsigned int vertCount = my_object->vertexCount();
// initialise the buffer to the desired size and content
glBufferData(GL_ARRAY_BUFFER, totalBufferSize, NULL, GL_STREAM_DRAW);
// actually transfer some data to the GPU through glBufferSubData
for (int j = 0; j < subArrays->size(); ++j)
{
unsigned int subBufferOffset = subArrays->get(j)->bufferOffset();
unsigned int subBufferSize = subArrays->get(j)->bufferSize();
void * subBufferData = subArrays->get(j)->bufferData();
glBufferSubData(GL_ARRAY_BUFFER, subBufferOffset, subBufferSize, subBufferData);
unsigned int subAttributeLocation = subArrays->get(j)->attributeLocation();
// set some vertex attribute pointers
glVertexAttribPointer(subAttributeLocation, ...);
glEnableVertexAttribArray(subAttributeLocation, ...);
}
glDrawArrays(GL_POINTS, 0, (GLsizei)vertCount);
}
You may ask - why would I want to do that and not just preload everything onto the GPU at once ... well, obvious answer, because I can't do that when there is too much data that can't fit into a single buffer.
My problem is, that I can only see the result of one of the glDrawArrays calls (I believe the first one) or in other words, it appears as if the GL_ARRAY_BUFFER is not updated before each glDrawArrays call, which brings me back to my question, if this is even possible.
I am using an OpenGL 3.2 CoreProfile (under OS X) and link with GLEW for OpenGL setup as well as Qt 5 for setting up the window creation.
Yes, this is legal OpenGL code. It is in no way something that anyone should ever actually do. But it is legal. Indeed, it makes even less sense in your case, because you're calling glVertexAttribPointer for every object.
If you can't fit all your vertex data into memory, or need to generate it on the GPU, then you should stream the data with proper buffer streaming techniques.

Properly update vertex buffer objects [duplicate]

This question already has answers here:
What is the proper way to modify OpenGL vertex buffer?
(3 answers)
Closed 2 years ago.
I've got a training app written in winapi
So, I've got GL initialized there and I've got node-based system, that can be described by couple of classes
class mesh
{
GLuint vbo_index; //this is for having unique vbo
float *vertex_array;
float *normal_array;
unsigned int vertex_count;
etc.. //all those mesh things.
....
}
class node
{
bool is_mesh; //the node may or may not represent a mesh
mesh * mesh_ptr; //if it does then this pointer is a valid address
}
I've also got 2 global variables for keeping record of renderable mesh..
mesh **mesh_table;
unsigned int mesh_count;
Right now I'm experimenting on 2 objects. So I create 2 nodes of type mesh::cube with customizable number of x y and z segments. Expected behaviour of my app is let the user click between 2 of the nodes CUBE0, CUBE1 and show their customizable attributes - segments x, segments y, segments z. The user tweaks both objecs' parameters and they are being rendered out on top of each other in wireframe mode, so we can see the changing in their topology in real time.
When the node is being created for the first time, if the node type is mesh, then the mesh object is generated and it's mesh_ptr is written into the mesh_table and mesh_count increments. After that my opengl window class creates a unique vertex buffer object for the new mesh and stores it's index in the mesh_ptr.vbo_index
void window_glview::add_mesh_to_GPU(mesh* mesh_data)
{
glGenBuffers(1,&mesh_data->vbo_index);
glBindBuffer(GL_ARRAY_BUFFER ,mesh_data->vbo_index);
glBufferData(GL_ARRAY_BUFFER ,mesh_data->vertex_count*3*4,mesh_data->vertex_array,GL_DYNAMIC_DRAW);
glVertexAttribPointer(5,3,GL_FLOAT,GL_FALSE,0,NULL);//set vertex attrib (0)
glEnableVertexAttribArray(5);
}
After that the user is able to tweak the parameters and each time the parameter value changes the object's mesh information is being re-evaluated based on the new parameter values, while still being the same mesh instance, after that VBO data is being updated by
void window_glview::update_vbo(mesh *_mesh)
{
glBindBuffer(GL_ARRAY_BUFFER,_mesh->vbo_vertex);
glBufferData(GL_ARRAY_BUFFER,_mesh->vertex_count*12,_mesh->vertex_array,GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER,0);
}
and the whole scene redrawn by
for (unsigned short i=0;i<mesh_count;i++)
draw_mesh(mesh_table[i],GL_QUADS,false);
SwapBuffers(hDC);
The function for a single mesh is
bool window_glview::draw_mesh(mesh* mesh_data,unsigned int GL_DRAW_METHOD,bool indices)
{
glUseProgram(id_program);
glBindBuffer(GL_ARRAY_BUFFER,mesh_data->vbo_index);
GLuint id_matrix_loc = glGetUniformLocation(id_program, "in_Matrix");
glUniformMatrix4fv(id_matrix_loc,1,GL_TRUE,cam.matrixResult.get());
GLuint id_color_loc=glGetUniformLocation(id_program,"uColor");
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
glUniform3f(id_color_loc,mesh_color[0],mesh_color[1],mesh_color[2]);
glDrawArrays(GL_DRAW_METHOD,0,mesh_data->vertex_count);
glBindBuffer(GL_ARRAY_BUFFER,0);
glUseProgram(0);
return true;
}
The problem is that only the last object in stack is being drawn that way, and the other object's points are all in 0 0 0, so in the viewport it's rendered one cube with proper parameters and one cube just as a DOT
QUESTION: Where did I go wrong?
You have a fundamental misunderstanding of what glBindBuffer(GL_ARRAY_BUFFER,mesh_data->vbo_vertex); does.
That sets the bound array buffer, which is actually only used by a handful of commands (mostly glVertexAttrib{I|L}Pointer (...)), binding the buffer itself is not going to do anything useful.
What you need to do is something along the lines of this:
bool window_glview::draw_mesh(mesh* mesh_data,unsigned int GL_DRAW_METHOD,bool indices)
{
glUseProgram(id_program);
//
// Setup Vertex Pointers in addition to binding a VBO
//
glBindBuffer(GL_ARRAY_BUFFER,mesh_data->vbo_vertex);
glVertexAttribPointer(5,3,GL_FLOAT,GL_FALSE,0,NULL);//set vertex attrib (0)
glEnableVertexAttribArray(5);
GLuint id_matrix_loc = glGetUniformLocation(id_program, "in_Matrix");
glUniformMatrix4fv(id_matrix_loc,1,GL_TRUE,cam.matrixResult.get());
GLuint id_color_loc=glGetUniformLocation(id_program,"uColor");
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
glUniform3f(id_color_loc,mesh_color[0],mesh_color[1],mesh_color[2]);
glDrawArrays(GL_DRAW_METHOD,0,mesh_data->vertex_count);
glBindBuffer(GL_ARRAY_BUFFER,0);
glUseProgram(0);
return true;
}
Now, if you really want to make this simple and be able to do this just by changing a single object binding, I would suggest you look into Vertex Array Objects. They will persistently store the vertex pointer state.
in your draw glBindBuffer(GL_ARRAY_BUFFER,mesh_data->vbo_index); doesn't actually do anything; the information about the vertex attribute is not bound to the buffer at all. it is set in the glVertexAttribPointer(5,3,GL_FLOAT,GL_FALSE,0,NULL); call which gets overwritten each time a new mesh is uploaded.
either create and use a VAO or move that call from add_mesh_to_GPU to draw_mesh:
for the VAO you would do:
void window_glview::add_mesh_to_GPU(mesh* mesh_data)
{
glGenVertexArrays(1, &mesh_data->vao_index);//new GLInt field
glBindVertexArray(mesh_data->vao_index);
glGenBuffers(1,&mesh_data->vbo_index);
glBindBuffer(GL_ARRAY_BUFFER ,mesh_data->vbo_index);
glBufferData(GL_ARRAY_BUFFER ,mesh_data->vertex_count*3*4,mesh_data->vertex_array,GL_DYNAMIC_DRAW);
glVertexAttribPointer(5,3,GL_FLOAT,GL_FALSE,0,NULL);//set vertex attrib (0)
glEnableVertexAttribArray(5);
glBindVertexArray(0);
}
bool window_glview::draw_mesh(mesh* mesh_data,unsigned int GL_DRAW_METHOD,bool indices)
{
glBindVertexArray(mesh_data->vao_index);
glUseProgram(id_program);
GLuint id_matrix_loc = glGetUniformLocation(id_program, "in_Matrix");
glUniformMatrix4fv(id_matrix_loc,1,GL_TRUE,cam.matrixResult.get());
GLuint id_color_loc=glGetUniformLocation(id_program,"uColor");
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
glUniform3f(id_color_loc,mesh_color[0],mesh_color[1],mesh_color[2]);
glDrawArrays(GL_DRAW_METHOD,0,mesh_data->vertex_count);
glUseProgram(0);
glBindVertexArray(0);
return true;
}

QThread Not updating OpenGL VBOs and not rendering anything when calling glBufferData() upon GUI event

I am using QT 4.8, Visual Studio 2008, and OpenGL 3.3
I have two data sets that need to be rendered (statically) in OpenGL. I am using QThread to implement a separate display thread from my QGLWidget.
If I load both datasets first into main memory, then start the render thread, everything works perfectly, but what I need now is to give the user the flexibility of loading and unloading the second dataset without affecting the first one.
so I have a button to load the first data set:
void MyView::on_btn_start_clicked()
{
// Load first data set from file and start the render thread
// MyGLObject is a QGLWidget object
MyGLObject->Data1 = new DataSet1();
if(MyGLObject->Data1->processCSVFile("filename.csv"))
{
MyGLObject->initRenderThread();
}
}
Here is what iniRenderThread() does:
void MyGLWidget::initRenderThread()
{
doneCurrent();
displayThread.initModelRender();
displayThread.start();
}
displayThread is a subclass of QThread for which the run() method goes like:
void DisplayThread::run()
{
MyGLObject->makeCurrent();
// OPenGL and GLEW initialization here ....
...
// initialize first data set's VAO and VBO
glGenVertexArrays(1, &Vao_data1);
glBindVertexArray(Vao_data1);
glGenBuffers(1, &Vbo_data1);
glBindBuffer(GL_ARRAY_BUFFER, Vbo_data1);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
// Only generate VAO and VBO for second dataset (no data there yet)
glGenVertexArrays(1, &Vao_data2);
glBindVertexArray(Vao_data2);
glGenBuffers(1, &Vbo_data2);
glBindVertexArray(0);
// load shader here
...
while(doRendering)
{
if(doResize)
{
GLResize(w, h);
doResize = false;
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// setup model view matrix and pass it as shader uniform
...
// Draw first dataset
glBindVertexArray(Vao_data1);
glDrawArrays(GL_POINTS, 0, NUMVERTS);
// check if second set is loaded and draw if it is
if(secondDataLoaded)
{
glBindVertexArray(Vao_data2);
glDrawArrays(GL_LINE_STRIP, start, (end - start));
}
MyGLObject->swapBuffers();
if(!benchmark)
{
Mutex.lock();
updateFrame = false;
if(!updateFrame && doRendering && !reloadShader)
WaitCondition.wait(&Mutex);
Mutex.unlock();
}
frameCounter++;
} // end while rendering
}
Now THE IMPORTANT QUESTION IS: where to call glBufferData() for the second dataset??????
I tried calling it in a slot at the DisplyThread class in response to a button click which emits the invoking signal.
So a slot in the display thread would go like:
DisplayThread::showSecondSet()
{
glBindVertexArray(Vao_data2);
glBindBuffer(GL_ARRAY_BUFFER, Vbo_data2);
glBufferData(GL_ARRAY_BUFFER, sizeof(dataSet2->vertices), dataSet2->vertices, GL_STATIC_DRAW);
secondDataLoaded = true;
}
NOTHING APPEARS in the render. I also tried the solution proposed here by allocating memory in the slot and then calling glBufferSubData() inside the render loop but still am getting nothing.
The only way it would render correctly is if I am calling glBufferData() inside the render loop which is very inefficient.
Is there anyway I can create the VBO and copy data to it only once when the slot is executed and not inside the render loop?
EDIT: I tried using qDebug() to print something from the showSecondSet() SLOT in displayThread(), it is printing and all other function calls inside the slot are executing normally except for the OpenGL calls. I am guessing it has to do with current GL context
Putting the VBO update into a slot is the right thing to do. However you also must make sure, that the slot gets executed with the target context being active, which in most scenarios boils down to the slot being executed in the DisplayThread.
In one of the projects at work I had to deal with this problem, and in the end I did it through a bunch of trampoline slots and calls of QMetaObject::invoke calls. For example in the production code there is the following:
class … {
public slots:
void doFoobar(
unsigned int a,
unsigned int b ) {
QMetaObject::invokeMethod(this, "_priv_loslot_doFoobar",
Qt::QueuedConnection,
Q_ARG(unsigned int, a),
Q_ARG(unsigned int, b) );
}
private slots:
void _priv_loslot_doFoobar(
unsigned int a,
unsigned int b );
};
Yes it is crude, yes it is a workaround, but it gets the job done. Note that did this then to do something very similar like you're trying: Live update of data in a OpenGL buffer object, performed by a worker thread with its own OpenGL context.
NOTHING APPEARS in the render
Updating just the VBO doesn't suffice. OpenGL is not a scene graph and the VBO by itself is just a hunk of memory without form. You need to invoke a full redraw to make the changes visible.
I suggest creating a new QObject and moving moving the body of the while to a slot of that object and using a QTimer to let it repeat:
void DisplayHandler::started()//slot connected to the running's QThread's started
{
MyGLObject->makeCurrent();
// OPenGL and GLEW initialization here ....
...
// initialize first data set's VAO and VBO
glGenVertexArrays(1, &Vao_data1);
glBindVertexArray(Vao_data1);
glGenBuffers(1, &Vbo_data1);
glBindBuffer(GL_ARRAY_BUFFER, Vbo_data1);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
// Only generate VAO and VBO for second dataset (no data there yet)
glGenVertexArrays(1, &Vao_data2);
glBindVertexArray(Vao_data2);
glGenBuffers(1, &Vbo_data2);
glBindVertexArray(0);
// load shader here
...
}
void DisplayHandler::draw()//slot called when update needs to happen
{
MyGLObject->makeCurrent();
if(doResize)
{
GLResize(w, h);
doResize = false;
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// setup model view matrix and pass it as shader uniform
...
// Draw first dataset
glBindVertexArray(Vao_data1);
glDrawArrays(GL_POINTS, 0, NUMVERTS);
// check if second set is loaded and draw if it is
if(secondDataLoaded)
{
glBindVertexArray(Vao_data2);
glDrawArrays(GL_LINE_STRIP, start, (end - start));
}
MyGLObject->swapBuffers();
MyGLObject->doneCurrent();
frameCounter++;
}
void DisplayHandler::showSecondSet()
{
MyGLObject->makeCurrent();
glBindVertexArray(Vao_data2);
glBindBuffer(GL_ARRAY_BUFFER, Vbo_data2);
glBufferData(GL_ARRAY_BUFFER, sizeof(dataSet2->vertices), dataSet2->vertices, GL_STATIC_DRAW);
secondDataLoaded = true;
MyGLObject->doneCurrent();
}
then to start the thread:
void MyGLWidget::initRenderThread()
{
doneCurrent();
QThread* thr = new QThread(this);
connect(thr, &QThread::started, &displayThread, &DisplayHandler::started);
connect(this, &QObject::destroyed, thr, &QThread::quit);
displayThread.moveToThread(thr);
displayThread.initModelRender();
thr.start();
}
I solved this problem by separating the VBO calls ( glGufferData() calls) from the draw commands.
I am now keeping 2 boolean variables called "secondDataLoaded" and "doReload"
Once the second dataset has been loaded into host memory, the application program emits a signal with is connected to the showSecondSet() slot
now the body of showSecondSet() goes like this:
DisplayThread::showSecondSet()
{
secondDataLoaded = true;
doReload = true;
}
in the rendering loop, I have:
if(secondDataLoaded)
{
glBindVertexArray(Vao_data2);
if(doReload)
{
createVBOs();
doReload = false;
}
drawData2();
glBindVertexArray(0);
}
Works like a charm :) Thanks everybody for your time and valuable tips.

Learning to use VBOs properly

So I've been trying to teach myself to use VBOs, in order to boost the performance of my OpenGL project and learn more advanced stuff than fixed-function rendering. But I haven't found much in the way of a decent tutorial; the best ones I've found so far are Songho's tutorials and the stuff at OpenGL.org, but I seem to be missing some kind of background knowledge to fully understand what's going on, though I can't tell exactly what it is I'm not getting, save the usage of a few parameters.
In any case, I've forged on ahead and come up with some cannibalized code that, at least, doesn't crash, but it leads to bizarre results. What I want to render is this (rendered using fixed-function; it's supposed to be brown and the background grey, but all my OpenGL screenshots seem to adopt magenta as their favorite color; maybe it's because I use SFML for the window?).
What I get, though, is this:
I'm at a loss. Here's the relevant code I use, first for setting up the buffer objects (I allocate lots of memory as per this guy's recommendation to allocate 4-8MB):
GLuint WorldBuffer;
GLuint IndexBuffer;
...
glGenBuffers(1, &WorldBuffer);
glBindBuffer(GL_ARRAY_BUFFER, WorldBuffer);
int SizeInBytes = 1024 * 2048;
glBufferData(GL_ARRAY_BUFFER, SizeInBytes, NULL, GL_STATIC_DRAW);
glGenBuffers(1, &IndexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IndexBuffer);
SizeInBytes = 1024 * 2048;
glBufferData(GL_ELEMENT_ARRAY_BUFFER, SizeInBytes, NULL, GL_STATIC_DRAW);
Then for uploading the data into the buffer. Note that CreateVertexArray() fills the vector at the passed location with vertex data, with each vertex contributing 3 floats for position and 3 floats for normal (one of the most confusing things about the various tutorials was what format I should store and transfer my actual vertex data in; this seemed like a decent approximation):
std::vector<float>* VertArray = new std::vector<float>;
pWorld->CreateVertexArray(VertArray);
unsigned short Indice = 0;
for (int i = 0; i < VertArray->size(); ++i)
{
std::cout << (*VertArray)[i] << std::endl;
glBufferSubData(GL_ARRAY_BUFFER, i * sizeof(float), sizeof(float), &((*VertArray)[i]));
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, i * sizeof(unsigned short), sizeof(unsigned short), &(Indice));
++Indice;
}
delete VertArray;
Indice -= 1;
After that, in the game loop, I use this code:
glBindBuffer(GL_ARRAY_BUFFER, WorldBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IndexBuffer);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, 0);
glNormalPointer(GL_FLOAT, 0, 0);
glDrawElements(GL_TRIANGLES, Indice, GL_UNSIGNED_SHORT, 0);
glDisableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
I'll be totally honest - I'm not sure I understand what the third parameter of glVertexPointer() and glNormalPointer() ought to be (stride is the offset in bytes, but Songho uses an offset of 0 bytes between values - what?), or what the last parameter of either of those is. The initial value is said to be 0; but it's supposed to be a pointer. Passing a null pointer in order to get the first coordinate/normal value of the array seems bizarre. This guy uses BUFFER_OFFSET(0) and BUFFER_OFFSET(12), but when I try that, I'm told that BUFFER_OFFSET() is undefined.
Plus, the last parameter of glDrawElements() is supposed to be an address, but again, Songho uses an address of 0. If I use &IndexBuffer instead of 0, I get a blank screen without anything rendering at all, except the background.
Can someone enlighten me, or at least point me in the direction of something that will help me figure this out? Thanks!
The initial value is said to be 0; but it's supposed to be a pointer.
The context (not meaning the OpenGL one) matters. If one of the gl*Pointer functions is called with no Buffer Object being bound to GL_ARRAY_BUFFER, then it is a pointer into client process address space. If a Buffer Object is bound to GL_ARRAY_BUFFER it's an offset into the currently bound buffer object (you may thing the BO forming a virtual address space, to which the parameter to gl*Pointer is then an pointer into that server side address space).
Now let's have a look at your code
std::vector<float>* VertArray = new std::vector<float>;
You shouldn't really mix STL containers and new, learn about the RAII pattern.
pWorld->CreateVertexArray(VertArray);
This is problematic, since you'll delete VertexArray later on, leaving you with a dangling pointer. Not good.
unsigned short Indice = 0;
for (int i = 0; i < VertArray->size(); ++i)
{
std::cout << (*VertArray)[i] << std::endl;
glBufferSubData(GL_ARRAY_BUFFER, i * sizeof(float), sizeof(float), &((*VertArray)[i]));
You should submit large batches of data with glBufferSubData, not individual data points.
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, i * sizeof(unsigned short), sizeof(unsigned short), &(Indice));
You're passing just incrementing indices into the GL_ELEMENT_ARRAY_BUFFER, thus enumerating the vertices. Why? You can have this, without the extra work using glDrawArrays insteaf of glDrawElements.
++Indice;
}
delete VertArray;
You're deleting VertArray, thus keeping a dangling pointer.
Indice -= 1;
Why didn't you just use the loop counter i?
So how to fix this? Like this:
std::vector<float> VertexArray;
pWorld->LoadVertexArray(VertexArray); // World::LoadVertexArray(std::vector<float> &);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*VertexArray->size(), &VertexArray[0] );
And using glDrawArrays; of course if you're not enumerating vertices, but have a list of faces→vertex indices, using a glDrawElements is mandatory.
Don't call glBufferSubData for each vertex. It misses the point of VBO. You are supposed to create big buffer of your vertex data, and then pass it to OpenGL in a single go.
Read http://www.opengl.org/sdk/docs/man/xhtml/glVertexPointer.xml
When using VBOs those pointers are relative to VBO data. That's why it's usually 0 or small offset value.
stride = 0 means the data is tightly packed and OpenGL can calculate the stride from other parameters.
I usually use VBO like this:
struct Vertex
{
vec3f position;
vec3f normal;
};
Vertex[size] data;
...
glBufferData(GL_ARRAY_BUFFER, size*sizeof(Vertex), data, GL_STATIC_DRAW);
...
glVertexPointer(3,GL_FLOAT,sizeof(Vertex),offsetof(Vertex,position));
glNormalPointer(3,GL_FLOAT,sizeof(Vertex),offsetof(Vertex,normal));
Just pass a single chunk of vertex data. And then use gl*Pointer to describe how the data is packed using offsetof macro.
For knowing about the offset of the last parameter just look at this post....
What's the "offset" parameter in GLES20.glVertexAttribPointer/glDrawElements, and where does ptr/indices come from?