Interleaving Arrays in OpenGL

Posted by Benjamin Danger Johnson on Game Development See other posts from Game Development or by Benjamin Danger Johnson
Published on 2012-10-12T16:40:47Z Indexed on 2012/10/12 21:49 UTC
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In my pursuit to write code that matches todays OpenGL standards I have found that I am completely clueless about interleaving arrays. I've tried and debugged just about everywhere I can think of but I can't get my model to render using interleaved arrays (It worked when it was configuered to use multiple arrays) Now I know that all the data is properly being parsed from an obj file and information is being copied properly copied into the Vertex object array, but I still can't seem to get anything to render. Below is the code for initializing a model and drawing it (along with the Vertex struct for reference.)

Vertex:

struct Vertex {
    glm::vec3 position;
    glm::vec3 normal;
    glm::vec2 uv;
    glm::vec3 tangent;
    glm::vec3 bitangent;
};

Model Constructor:

Model::Model(const char* filename) {
    bool result = loadObj(filename, vertices, indices);

    glGenVertexArrays(1, &vertexArrayID);
    glBindVertexArray(vertexArrayID);

    glGenBuffers(1, &vertexbuffer);
    glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
    glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);

    glGenBuffers(1, &elementbuffer);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned short), &indices[0], GL_STATIC_DRAW);
}

Draw Model:

Model::Draw(ICamera camera) {
    GLuint matrixID = glGetUniformLocation(programID, "mvp");
    GLuint positionID = glGetAttribLocation(programID, "position_modelspace");
    GLuint uvID = glGetAttribLocation(programID, "uv");
    GLuint normalID = glGetAttribLocation(programID, "normal_modelspace");
    GLuint tangentID = glGetAttribLocation(programID, "tangent_modelspace");
    GLuint bitangentID = glGetAttribLocation(programID, "bitangent_modelspace");

    glm::mat4 projection = camera->GetProjectionMatrix(); 
    glm::mat4 view = camera->GetViewMatrix();
    glm::mat4 model = glm::mat4(1.0f);
    glm::mat4 mvp = projection * view * model;

    glUniformMatrix4fv(matrixID, 1, GL_FALSE, &mvp[0][0]);

    glBindVertexArray(vertexArrayID);

    glEnableVertexAttribArray(positionID);
    glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
    glVertexAttribPointer(positionID, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertices[0].position);

    glEnableVertexAttribArray(uvID);
    glVertexAttribPointer(uvID, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertices[0].uv);

    glEnableVertexAttribArray(normalID);
    glVertexAttribPointer(normalID, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertices[0].normal);

    glEnableVertexAttribArray(tangentID);
    glVertexAttribPointer(tangentID, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertices[0].tangent);

    glEnableVertexAttribArray(bitangentID);
    glVertexAttribPointer(bitangentID, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertices[0].bitangent);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer);
    glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_SHORT, (void*)0);

    glDisableVertexAttribArray(positionID);
    glDisableVertexAttribArray(uvID);
    glDisableVertexAttribArray(normalID);
    glDisableVertexAttribArray(tangentID);
    glDisableVertexAttribArray(bitangentID);
}

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