first, off VAO only "remembers" the last vertex attribute bindings (and VBO binding for an index buffer (the GL_ELEMENT_ARRAY_BUFFER_BINDING
), if there is one). So it does not remember offsets in glDrawElements()
, you need to call that later when using the VAO. It laso does not prevent you from using interleaved vertex arrays. Let me try to explain:
int vbo[3];
glGenBuffers(3, vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glBufferData(GL_ARRAY_BUFFER, data0, size0);
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
glBufferData(GL_ARRAY_BUFFER, data1, size1);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[2]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, data2, size2);
// create some buffers and fill them with data
int vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
// create a VAO
{
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]); // not saved in VAO
glVertexAttribPointer(0, 3, GL_FLOAT, false, 3 * sizeof(float), NULL); // this is VAO saved state
glEnableVertexAttribArray(0); // this is VAO saved state
// sets up one vertex attrib array from vbo[0] (say positions)
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]); // not saved in VAO
glVertexAttribPointer(1, 3, GL_FLOAT, false, 5 * sizeof(float), NULL); // this is VAO saved state
glVertexAttribPointer(2, 2, GL_FLOAT, false, 5 * sizeof(float), (const void*)(2 * sizeof(float))); // this is VAO saved state
glEnableVertexAttribArray(1); // this is VAO saved state
glEnableVertexAttribArray(2); // this is VAO saved state
// sets up two more VAAs from vbo[1] (say normals interleaved with texcoords)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[2]); // this is VAO saved state
// uses the third buffer as the source for indices
}
// set up state that VAO "remembers"
glBindVertexArray(0); // bind different vaos, etc ...
Later ...
glBindVertexArray(vao); // bind our VAO (so we have VAAs 0, 1 and 2 as well as index buffer)
glDrawElements(GL_TRIANGLE_STRIP, 57, GL_UNSIGNED_INT, NULL);
glDrawElements(GL_TRIANGLE_STRIP, 23, GL_UNSIGNED_INT, (const void*)(57 * sizeof(unsigned int)));
// draws two parts of the mesh as triangle strips
So you see ... you can draw interleaved vertex arrays using glDrawElements
using a single VAO and one or more VBOs.
To answer the second part of your question, you either can have different VAOs and VBOs for different parts of the mesh (so drawing separate parts is easy), or you can fuse all into one VAO VBO pair (so you need not call glBind*()
often) and use multiple glDraw*()
calls to draw individual parts of the mesh (as seen in the code above - imagine the first glDrawElements()
draws the ship and the second draws the turret, you just update some matrix uniform between the calls).
Because shaders can contain multiple modelview matrices in uniforms, you can also encode mesh id as another vertex attribute, and let the vertex shader choose which matrix to use to transform the vertex, based on this attribute. This idea can also be extended to using multiple matrices per a single vertex, with some weights assigned for each matrix. This is commonly used when animating organic objects such as player character (look up "skinning").
As uniform buffer objects go, the only advantage is that you can pack a lot of data into them and that they can be easily shared between shaders (just bind the UBO to any shader that is able to use it). There is no real advantage in using them for you, except if you would be to have objects with 1OOOs of matrices.
Also, i wrote the source codes above from memory. Let me know if there are some errors / problems ...