C++ OpenGL minimal VAO example
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:
- Is the VAO setup/initialization shown done correctly, or am I missing any steps or have I done anything sub optimally?
- The way I delete the VAO (
glDeleteVertexArrays(1, &vao);
) is that the only call I need to do to fully delete it? - 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)?
- (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
add a comment |
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:
- Is the VAO setup/initialization shown done correctly, or am I missing any steps or have I done anything sub optimally?
- The way I delete the VAO (
glDeleteVertexArrays(1, &vao);
) is that the only call I need to do to fully delete it? - 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)?
- (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
add a comment |
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:
- Is the VAO setup/initialization shown done correctly, or am I missing any steps or have I done anything sub optimally?
- The way I delete the VAO (
glDeleteVertexArrays(1, &vao);
) is that the only call I need to do to fully delete it? - 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)?
- (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
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:
- Is the VAO setup/initialization shown done correctly, or am I missing any steps or have I done anything sub optimally?
- The way I delete the VAO (
glDeleteVertexArrays(1, &vao);
) is that the only call I need to do to fully delete it? - 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)?
- (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
c++ opengl
asked 8 mins ago
Hex CrownHex Crown
695
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