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
glGetError
)? Where is modelviewproj set? Why are you using glRotate/Translate/PopMatrix if you're using a custom mvp matrix? Are you certain your attribute indices are0
and1
? – Tim