I'm creating a set of classes to read in 3d objects from COLLADA files. I started with some basic code to read in the positions and normals and plot them with opengl. I added code to scale the vertices successfully and added all the code I need to read in the color or texture connected with each graphics element in the COLLAD file. But now I need to add the code to draw the vertices with color. I have created the buffer object array to house the color array for each of the vertices array and buffer objects. This is the code I have to build the arrays from data I obtain from the COLLADA file: Keep in mind I am still creating this it's not perfect.
// Set vertex coordinate data
glBindBuffer(GL_ARRAY_BUFFER, vbosPosition[i]);
glBufferData(GL_ARRAY_BUFFER, col->vectorGeometry[i].map["POSITION"].size,
scaledData, GL_STATIC_DRAW);
free(scaledData);
loc = glGetAttribLocation(program, "in_coords");//get a GLuint for the attribute and put it into GLuint loc.
glVertexAttribPointer(loc, col->vectorGeometry[i].map["POSITION"].stride, col->vectorGeometry[i].map["POSITION"].type, GL_FALSE, 0, 0);//glVertexAttribPointer — loc specifies the index of the generic vertex attribute to be modified.
glEnableVertexAttribArray(0);
#ifdef Testing_Mesh3D
PrintGLVertex(vbosPosition[i], col->vectorGeometry[i].map["POSITION"].size / 4);
#endif // Set normal vector data
glBindBuffer(GL_ARRAY_BUFFER, vbosNormal[i]);
glBufferData(GL_ARRAY_BUFFER, col->vectorGeometry[i].map["NORMAL"].size, col->vectorGeometry[i].map["NORMAL"].data, GL_STATIC_DRAW);
loc = glGetAttribLocation(program, "in_normals");
glVertexAttribPointer(loc, col->vectorGeometry[i].map["NORMAL"].stride, col->vectorGeometry[i].map["NORMAL"].type, GL_FALSE, 0, 0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, vbosColor[i]);
Material* material = col->mapGeometryUrlToMaterial2Effect[col->vectorGeometry[i].id];
if (material->effect1.size() > 0)
{
Effect effect1 = material->effect1[0];
if (effect1.type == enumEffectTypes::color)
{
Color color = effect1.color;
glBufferData(GL_ARRAY_BUFFER, color.length, color.values, GL_STATIC_DRAW);
loc = glGetAttribLocation(program, "in_colors");
glVertexAttribPointer(loc, color.length, color.type, GL_FALSE, 0, 0);
}
else
{
}
}
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
// Initialize uniform data
void Mesh3D::InitializeUniforms(GLuint program) {
GLuint program_index, ubo_index;
struct LightParameters params;
// Specify the rotation matrix
glm::vec4 diff_color = glm::vec4(0.3f, 0.3f, 1.0f, 1.0f);
GLint location = glGetUniformLocation(program, "diffuse_color");
glUniform4fv(location, 1, &(diff_color[0]));
// Initialize UBO data
params.diffuse_intensity = glm::vec4(0.5f, 0.5f, 0.5f, 1.0f);
params.ambient_intensity = glm::vec4(0.3f, 0.3f, 0.3f, 1.0f);
params.light_direction = glm::vec4(-1.0f, -1.0f, 0.25f, 1.0f);
// Set the uniform buffer object
glUseProgram(program);
glGenBuffers(1, &ubo);
glBindBuffer(GL_UNIFORM_BUFFER, ubo);
glBufferData(GL_UNIFORM_BUFFER, 3 * sizeof(glm::vec4), ¶ms, GL_STREAM_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glUseProgram(program);
// Match the UBO to the uniform block
glUseProgram(program);
ubo_index = 0;
program_index = glGetUniformBlockIndex(program, "LightParameters");
glUniformBlockBinding(program, program_index, ubo_index);
glBindBufferRange(GL_UNIFORM_BUFFER, ubo_index, ubo, 0, 3 * sizeof(glm::vec4));
glUseProgram(program);
This is a hearder file containing the two string literals I housing the strings used to build the vertex and fragment shader. Again I am new to this and not sure how I need to modify the shader to include colored vertices, I have started by adding an input vec4 for the four float colour ( includes alpha). Any help?
#pragma once
#ifndef Included_shaders
#define Included_shaders
#include<stdio.h>
#include<iostream>
static std::string shaderVert = "#version 330\n"
"in vec3 in_coords;\n"
"in vec3 in_normals;\n"
"in vec4 in_colors; \n"//added by me
"out vec3 vertex_normal;\n"
"void main(void) {\n"
"vertex_normal = in_normals;\n"
"gl_Position = vec4(in_coords, 1.0);\n"
"}\n";
static std::string shaderFrag = "#version 330\n"
"in vec3 vertex_normal;\n"
"out vec4 output_color;\n"
"layout(std140) uniform LightParameters{\n"
"vec4 diffuse_intensity;\n"
"vec4 ambient_intensity;\n"
"vec4 light_direction;\n"
"};\n"
"uniform vec4 diffuse_color;\n"
"void main() {\n"
"/* Compute cosine of angle of incidence */\n"
"float cos_incidence = dot(vertex_normal, light_direction.xyz);\n"
"cos_incidence = clamp(cos_incidence, 0, 1);\n"
"/* Compute Blinn term */\n"
"vec3 view_direction = vec3(0, 0, 1);\n"
"vec3 half_angle = normalize(light_direction.xyz + view_direction);\n"
"float blinn_term = dot(vertex_normal, half_angle);\n"
"blinn_term = clamp(blinn_term, 0, 1);\n"
"blinn_term = pow(blinn_term, 1.0);\n"
"/* Set specular color and compute final color */\n"
"vec4 specular_color = vec4(0.25, 0.25, 0.25, 1.0);\n"
"output_color = ambient_intensity * diffuse_color +\n"
"diffuse_intensity * diffuse_color * cos_incidence +\n"
"diffuse_intensity * specular_color * blinn_term;\n"
"}\n";
#endif
Finally this is the funciton I am modifying to draw the colored elements
void Mesh3D::DrawToParent()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Draw elements of each mesh in the vector
for (int i = 0; i<nVectorGeometry; i++)
{
glBindVertexArray(vaos[i]);
glDrawElements(col->vectorGeometry[i].primitive/*This is 4 for GL_Triangles*/, col->vectorGeometry[i].index_count,
GL_UNSIGNED_SHORT, col->vectorGeometry[i].indices);
}
glBindVertexArray(0);
glutSwapBuffers();
}
am getting a little confused about the glVertexAttribPointer and glGetAttribLocation though I think I get the basic idea. Am I using this right.
Am I setting up the buffer object for colors correctly. Am I correct I have a color for each vertex in this buffer, right now I have only placed the single color that applies to all associated buffers in this array and probably need to change that?
How exactly do I go about drawing the colored vertices when I call glDrawElements?
Don't just refer me to the resources for opengl a lot of the wordy explanations make little sense to me.