I am trying to simulate a cube bouncing between walls. For this purpose, I have constructed 2 vertex array objects, one of them representing the cube and the other representing walls. Firstly, I created walls. I am drawing walls with glDrawElements call since I have used index (element) buffers to create it. I have also created a cube model, but I am not using index buffer for it, so I will use glDrawArrays call to draw it as far as I know. My walls are showing up nicely, but I cannot figure out how to draw the cube (at this step, I am not even trying to animate the cube, I just want to draw it) This is what my code looks like:
#include "Cube.h"
#include <cstring>
GLuint vao[2];
void init()
{
cube();
GLuint program = InitShader( "vshader.glsl", "fshader.glsl" );
glUseProgram( program );
GLuint vPosition = glGetAttribLocation(program, "vPosition");
glGenVertexArrays(2, vao);
glBindVertexArray(vao[0]);
GLuint cube_buffer;
glGenBuffers(1, &cube_buffer);
glBindBuffer(GL_ARRAY_BUFFER, cube_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(cubePoints), cubePoints, GL_STATIC_DRAW);
glEnableVertexAttribArray(vPosition);
glVertexAttribPointer(vPosition, 4, GL_FLOAT, GL_FALSE, 0, (void*)0);
const float mid_value = 0.0f;
const float far_value = 0.35f;
const float near_value = 1.0f;
const float positions[60] = {
/// positions /// colors
mid_value, -near_value, 1.0, 0.0, 0.0, /// 0
near_value, -near_value, 1.0, 0.0, 0.0, /// 1
near_value, mid_value, 0.0, 1.0, 0.0, /// 2
near_value, near_value, 0.0, 1.0, 0.0, /// 3
mid_value, near_value, 1.0, 1.0, 0.0, /// 4
-near_value, near_value, 1.0, 1.0, 0.0, /// 5
-near_value, mid_value, 0.0, 0.0, 1.0, /// 6
-near_value, -near_value, 0.0, 0.0, 1.0, /// 7
far_value, -far_value, 1.0, 0.0, 0.0, /// 8
far_value, far_value, 0.0, 1.0, 0.0, /// 9
-far_value, far_value, 1.0, 1.0, 0.0, /// 10
-far_value, -far_value, 0.0, 0.0, 1.0 /// 11
};
unsigned int indices[36] = {
7,11,0,
0,8,1,
1,8,2,
2,9,3,
3,9,4,
4,10,5,
5,10,6,
6,11,7,
11,0,8,
8,2,9,
9,4,10,
10,6,11,
};
glBindVertexArray(vao[1]);
GLuint room_buffer;
glGenBuffers(1, &room_buffer);
glBindBuffer(GL_ARRAY_BUFFER, room_buffer);
glBufferData(GL_ARRAY_BUFFER, 60 * sizeof(float), positions, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 5, (void*)0); /// positions
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 5, (void*)(2* sizeof(float))); /// colors
GLuint index_buffer;
glGenBuffers(1, &index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 36 * sizeof(unsigned int), indices, GL_STATIC_DRAW);
glClearColor(1.0, 1.0, 1.0, 1.0);
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT);
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, nullptr);
// glDrawArrays(...); --> how to use this, or should I really use this here?
glutSwapBuffers();
}
void idle() {
glutPostRedisplay();
}
void reshape(int width, int height) {
glViewport(0, 0, width, height);
}
int main( int argc, char **argv )
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_RGBA | GLUT_DOUBLE);
glutInitWindowSize( 600, 600 );
glutCreateWindow( "Bouncing Cube" );
glewExperimental = GL_TRUE;
glewInit();
init();
glutDisplayFunc(display);
glutIdleFunc(idle);
glutReshapeFunc(reshape);
glutMainLoop();
}
In this code, cubePoints is filled by cube() method in another translation unit. I am not exactly sure how to draw cube on the screen, and how to use glDrawArrays here? Should I bind or unbind anything to draw it? I feel like I am not using vertex array objects properly. Below is what my walls look like:
I simply want cube to appear on the far side, where the white rectangle is located at. Is it possible to call glDrawArrays with glDrawElements?
CodePudding user response:
You must bind the Vertex Array Object before the "draw" call. The drawing instruction uses the data stored in the currently bound Vertex Array Object:
void display()
{
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(vao[0]);
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, nullptr);
glBindVertexArray(vao[1]);
glDrawArrays(...);
glutSwapBuffers();
}