C++ OpenGL minimal VAO example












0














Alright, so first, the reason I'm posting this is because I've seen so many tutorials that conflict with each other, and I would like to get this all straightened out. (Ignore the lack of shaders/mvp matrices/etc.)



Here is my simple example code:
You can view it on pastebin here to make it easier to read.



#pragma once

#include <string>
#include <vector>
#include <glm.hpp>

#include "Logger.h"

#include "GL.h"

namespace engine {

using Index = unsigned int;

struct Vertex {
glm::vec3 position;
glm::vec2 texcoord;
};

struct Mesh {
std::vector<Vertex> vertices;
std::vector<Index> indices;
};

struct MeshRenderer {
GLsizei count;
GLuint vao;

~MeshRenderer() {
// Is this the only call needed to clean up a vao?
glDeleteVertexArrays(1, &vao);
}
};

class Engine {
Logger logger;
MeshRenderer mr;

public:
Engine() :
logger{"Engine"} {

glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);

glClearColor(0, 0, 0, 0);

Mesh mesh;

mesh.vertices.push_back({{ 0.5f, 0.5f, 0.0f}, {0.5f, 0.5f}});
mesh.indices.push_back(0);

mesh.vertices.push_back({{-0.5f, 0.5f, 0.0f}, {-0.5f, 0.5f}});
mesh.indices.push_back(1);

mesh.vertices.push_back({{-0.5f, -0.5f, 0.0f}, {-0.5f, -0.5f}});
mesh.indices.push_back(2);

mr.count = mesh.indices.size();

// Only needed temp while binding to vao.
GLuint vbo, ibo;

glGenVertexArrays(1, &mr.vao); // Vertex Array Object
glGenBuffers(1, &vbo); // Vertex Buffer Object (temp)
glGenBuffers(1, &ibo); // Element Buffer Object (temp)

glBindVertexArray(mr.vao);

glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, mesh.vertices.size() * sizeof(Vertex), mesh.vertices.data(), GL_STATIC_DRAW);

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh.indices.size() * sizeof(Index), mesh.indices.data(), GL_STATIC_DRAW);

glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, position)));

glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, texcoord)));

glBindVertexArray(0);

// Is there any reason not to clean these up now that they have been bound to the vao?
glDeleteBuffers(1, &vbo);
glDeleteBuffers(1, &ibo);
}

void onLoop(double time) {
glClear(GL_COLOR_BUFFER_BIT);

glBindVertexArray(mr.vao);
glDrawElements(GL_TRIANGLES, mr.count, GL_UNSIGNED_INT, nullptr);
}
};
}


Basically, I want to know:




  1. Is the VAO setup/initialization shown done correctly, or am I missing any steps or have I done anything sub optimally?

  2. The way I delete the VAO (glDeleteVertexArrays(1, &vao);) is that the only call I need to do to fully delete it?

  3. Is it safe/good practice to delete the VBO and IBO where I do (or should I save these in until the VAO is deleted)?

  4. (Bonus points) What would be the best way to go about updating an existing mesh? For instance if I'm rendering a grid of tiles, but I want to update the texture UVs on specific vertices, what would be the best approach for something like this? (In the past I'd rebuild the mesh manually, and make a new VAO and pass it in again. Is there a way to just update specific vertex attributes of interest?)









share



























    0














    Alright, so first, the reason I'm posting this is because I've seen so many tutorials that conflict with each other, and I would like to get this all straightened out. (Ignore the lack of shaders/mvp matrices/etc.)



    Here is my simple example code:
    You can view it on pastebin here to make it easier to read.



    #pragma once

    #include <string>
    #include <vector>
    #include <glm.hpp>

    #include "Logger.h"

    #include "GL.h"

    namespace engine {

    using Index = unsigned int;

    struct Vertex {
    glm::vec3 position;
    glm::vec2 texcoord;
    };

    struct Mesh {
    std::vector<Vertex> vertices;
    std::vector<Index> indices;
    };

    struct MeshRenderer {
    GLsizei count;
    GLuint vao;

    ~MeshRenderer() {
    // Is this the only call needed to clean up a vao?
    glDeleteVertexArrays(1, &vao);
    }
    };

    class Engine {
    Logger logger;
    MeshRenderer mr;

    public:
    Engine() :
    logger{"Engine"} {

    glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK);

    glClearColor(0, 0, 0, 0);

    Mesh mesh;

    mesh.vertices.push_back({{ 0.5f, 0.5f, 0.0f}, {0.5f, 0.5f}});
    mesh.indices.push_back(0);

    mesh.vertices.push_back({{-0.5f, 0.5f, 0.0f}, {-0.5f, 0.5f}});
    mesh.indices.push_back(1);

    mesh.vertices.push_back({{-0.5f, -0.5f, 0.0f}, {-0.5f, -0.5f}});
    mesh.indices.push_back(2);

    mr.count = mesh.indices.size();

    // Only needed temp while binding to vao.
    GLuint vbo, ibo;

    glGenVertexArrays(1, &mr.vao); // Vertex Array Object
    glGenBuffers(1, &vbo); // Vertex Buffer Object (temp)
    glGenBuffers(1, &ibo); // Element Buffer Object (temp)

    glBindVertexArray(mr.vao);

    glBindBuffer(GL_ARRAY_BUFFER, vbo);
    glBufferData(GL_ARRAY_BUFFER, mesh.vertices.size() * sizeof(Vertex), mesh.vertices.data(), GL_STATIC_DRAW);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh.indices.size() * sizeof(Index), mesh.indices.data(), GL_STATIC_DRAW);

    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, position)));

    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, texcoord)));

    glBindVertexArray(0);

    // Is there any reason not to clean these up now that they have been bound to the vao?
    glDeleteBuffers(1, &vbo);
    glDeleteBuffers(1, &ibo);
    }

    void onLoop(double time) {
    glClear(GL_COLOR_BUFFER_BIT);

    glBindVertexArray(mr.vao);
    glDrawElements(GL_TRIANGLES, mr.count, GL_UNSIGNED_INT, nullptr);
    }
    };
    }


    Basically, I want to know:




    1. Is the VAO setup/initialization shown done correctly, or am I missing any steps or have I done anything sub optimally?

    2. The way I delete the VAO (glDeleteVertexArrays(1, &vao);) is that the only call I need to do to fully delete it?

    3. Is it safe/good practice to delete the VBO and IBO where I do (or should I save these in until the VAO is deleted)?

    4. (Bonus points) What would be the best way to go about updating an existing mesh? For instance if I'm rendering a grid of tiles, but I want to update the texture UVs on specific vertices, what would be the best approach for something like this? (In the past I'd rebuild the mesh manually, and make a new VAO and pass it in again. Is there a way to just update specific vertex attributes of interest?)









    share

























      0












      0








      0







      Alright, so first, the reason I'm posting this is because I've seen so many tutorials that conflict with each other, and I would like to get this all straightened out. (Ignore the lack of shaders/mvp matrices/etc.)



      Here is my simple example code:
      You can view it on pastebin here to make it easier to read.



      #pragma once

      #include <string>
      #include <vector>
      #include <glm.hpp>

      #include "Logger.h"

      #include "GL.h"

      namespace engine {

      using Index = unsigned int;

      struct Vertex {
      glm::vec3 position;
      glm::vec2 texcoord;
      };

      struct Mesh {
      std::vector<Vertex> vertices;
      std::vector<Index> indices;
      };

      struct MeshRenderer {
      GLsizei count;
      GLuint vao;

      ~MeshRenderer() {
      // Is this the only call needed to clean up a vao?
      glDeleteVertexArrays(1, &vao);
      }
      };

      class Engine {
      Logger logger;
      MeshRenderer mr;

      public:
      Engine() :
      logger{"Engine"} {

      glEnable(GL_CULL_FACE);
      glCullFace(GL_BACK);

      glClearColor(0, 0, 0, 0);

      Mesh mesh;

      mesh.vertices.push_back({{ 0.5f, 0.5f, 0.0f}, {0.5f, 0.5f}});
      mesh.indices.push_back(0);

      mesh.vertices.push_back({{-0.5f, 0.5f, 0.0f}, {-0.5f, 0.5f}});
      mesh.indices.push_back(1);

      mesh.vertices.push_back({{-0.5f, -0.5f, 0.0f}, {-0.5f, -0.5f}});
      mesh.indices.push_back(2);

      mr.count = mesh.indices.size();

      // Only needed temp while binding to vao.
      GLuint vbo, ibo;

      glGenVertexArrays(1, &mr.vao); // Vertex Array Object
      glGenBuffers(1, &vbo); // Vertex Buffer Object (temp)
      glGenBuffers(1, &ibo); // Element Buffer Object (temp)

      glBindVertexArray(mr.vao);

      glBindBuffer(GL_ARRAY_BUFFER, vbo);
      glBufferData(GL_ARRAY_BUFFER, mesh.vertices.size() * sizeof(Vertex), mesh.vertices.data(), GL_STATIC_DRAW);

      glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
      glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh.indices.size() * sizeof(Index), mesh.indices.data(), GL_STATIC_DRAW);

      glEnableVertexAttribArray(0);
      glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, position)));

      glEnableVertexAttribArray(1);
      glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, texcoord)));

      glBindVertexArray(0);

      // Is there any reason not to clean these up now that they have been bound to the vao?
      glDeleteBuffers(1, &vbo);
      glDeleteBuffers(1, &ibo);
      }

      void onLoop(double time) {
      glClear(GL_COLOR_BUFFER_BIT);

      glBindVertexArray(mr.vao);
      glDrawElements(GL_TRIANGLES, mr.count, GL_UNSIGNED_INT, nullptr);
      }
      };
      }


      Basically, I want to know:




      1. Is the VAO setup/initialization shown done correctly, or am I missing any steps or have I done anything sub optimally?

      2. The way I delete the VAO (glDeleteVertexArrays(1, &vao);) is that the only call I need to do to fully delete it?

      3. Is it safe/good practice to delete the VBO and IBO where I do (or should I save these in until the VAO is deleted)?

      4. (Bonus points) What would be the best way to go about updating an existing mesh? For instance if I'm rendering a grid of tiles, but I want to update the texture UVs on specific vertices, what would be the best approach for something like this? (In the past I'd rebuild the mesh manually, and make a new VAO and pass it in again. Is there a way to just update specific vertex attributes of interest?)









      share













      Alright, so first, the reason I'm posting this is because I've seen so many tutorials that conflict with each other, and I would like to get this all straightened out. (Ignore the lack of shaders/mvp matrices/etc.)



      Here is my simple example code:
      You can view it on pastebin here to make it easier to read.



      #pragma once

      #include <string>
      #include <vector>
      #include <glm.hpp>

      #include "Logger.h"

      #include "GL.h"

      namespace engine {

      using Index = unsigned int;

      struct Vertex {
      glm::vec3 position;
      glm::vec2 texcoord;
      };

      struct Mesh {
      std::vector<Vertex> vertices;
      std::vector<Index> indices;
      };

      struct MeshRenderer {
      GLsizei count;
      GLuint vao;

      ~MeshRenderer() {
      // Is this the only call needed to clean up a vao?
      glDeleteVertexArrays(1, &vao);
      }
      };

      class Engine {
      Logger logger;
      MeshRenderer mr;

      public:
      Engine() :
      logger{"Engine"} {

      glEnable(GL_CULL_FACE);
      glCullFace(GL_BACK);

      glClearColor(0, 0, 0, 0);

      Mesh mesh;

      mesh.vertices.push_back({{ 0.5f, 0.5f, 0.0f}, {0.5f, 0.5f}});
      mesh.indices.push_back(0);

      mesh.vertices.push_back({{-0.5f, 0.5f, 0.0f}, {-0.5f, 0.5f}});
      mesh.indices.push_back(1);

      mesh.vertices.push_back({{-0.5f, -0.5f, 0.0f}, {-0.5f, -0.5f}});
      mesh.indices.push_back(2);

      mr.count = mesh.indices.size();

      // Only needed temp while binding to vao.
      GLuint vbo, ibo;

      glGenVertexArrays(1, &mr.vao); // Vertex Array Object
      glGenBuffers(1, &vbo); // Vertex Buffer Object (temp)
      glGenBuffers(1, &ibo); // Element Buffer Object (temp)

      glBindVertexArray(mr.vao);

      glBindBuffer(GL_ARRAY_BUFFER, vbo);
      glBufferData(GL_ARRAY_BUFFER, mesh.vertices.size() * sizeof(Vertex), mesh.vertices.data(), GL_STATIC_DRAW);

      glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
      glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh.indices.size() * sizeof(Index), mesh.indices.data(), GL_STATIC_DRAW);

      glEnableVertexAttribArray(0);
      glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, position)));

      glEnableVertexAttribArray(1);
      glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, texcoord)));

      glBindVertexArray(0);

      // Is there any reason not to clean these up now that they have been bound to the vao?
      glDeleteBuffers(1, &vbo);
      glDeleteBuffers(1, &ibo);
      }

      void onLoop(double time) {
      glClear(GL_COLOR_BUFFER_BIT);

      glBindVertexArray(mr.vao);
      glDrawElements(GL_TRIANGLES, mr.count, GL_UNSIGNED_INT, nullptr);
      }
      };
      }


      Basically, I want to know:




      1. Is the VAO setup/initialization shown done correctly, or am I missing any steps or have I done anything sub optimally?

      2. The way I delete the VAO (glDeleteVertexArrays(1, &vao);) is that the only call I need to do to fully delete it?

      3. Is it safe/good practice to delete the VBO and IBO where I do (or should I save these in until the VAO is deleted)?

      4. (Bonus points) What would be the best way to go about updating an existing mesh? For instance if I'm rendering a grid of tiles, but I want to update the texture UVs on specific vertices, what would be the best approach for something like this? (In the past I'd rebuild the mesh manually, and make a new VAO and pass it in again. Is there a way to just update specific vertex attributes of interest?)







      c++ opengl





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