This is going off a previous thread. I want to ask a specific question. Anyway, here is the context: I am trying to write a simple OpenGL program that makes a line segment spin counterclockwise like a clock hand. In the following code, I have been told that the lines with !!! at the end are unnecessary in the draw loop, as the VAO knows what VBO it’s working with.
However, when I comment out the two lines with !!! at the end in the draw loop, the line stops spinning and I am left with a still line segment. So my question is, do I really need to bind and unbind my VBO every draw call. Thank you for your help
Here is the full code. Every line:
#include <iostream>
#include <stdio.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm\glm.hpp>
#include <glm\gtc\matrix_transform.hpp>
#include <glm\gtc\type_ptr.hpp>
#include <string>
#include "util.h"
#include <thread>
#include <chrono>
#include <cmath>
// Setup: Linker->General, Linker->Input, add that .dll next to main
// Window dimensions
const GLint WIDTH = 1720, HEIGHT = 1600; // height was 1200
GLuint VAO, VBO, shader;
int numberOfVerticies = 2; // number of full points we want to draw
int index = 0;
// Vertex shader -> takes each vertex and allows you manipulate them then pass them onto the fragmanet shader
// In the shaders you are writing GLSL
static const char* vShader = " \n\
#version 330 \n\
layout (location = 0) in vec3 pos; \n\
\n\
void main() \n\
{ \n\
gl_Position = vec4(pos.x, pos.y, pos.z, 1.0); \n\
\n\
\n\
}";
// Fragment shader
static const char* fShader = " \n\
#version 330 \n\
out vec4 colour; \n\
\n\
void main() \n\
{ \n\
colour = vec4(1.0, 1.0, 1.0, 1.0); \n\
\n\
\n\
}";
void CreateLines()
{
GLfloat verticies[6];
util::addToArray(verticies, index);
glGenVertexArrays(1, &VAO); // Reserves space on the graphics card to be accessed by the variable VAO
// Now we bind the Vertex Array so now any opengl functions we use that interact with vertext arrays or vertex buffers will all be taking place within this vertex array defined by VAO
glBindVertexArray(VAO);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
// Static draw used when you aren't going to be changing the values in the actual array
glBufferData(GL_ARRAY_BUFFER, sizeof(verticies), verticies, GL_DYNAMIC_DRAW); // Just changing to dynamic didn't make a bug
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); // location of attribute, values at a time, type of those values, normalization, stride, offset
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind
glBindVertexArray(0); // Unbind
}
void AddShader(GLuint theProgram, const char* shaderCode, GLenum shaderType)
{
GLuint theShader = glCreateShader(shaderType); // Creates an empty shader of that type and pass ID into theShader
const GLchar* theCode[1];
theCode[0] = shaderCode;
GLint codeLength[1];
codeLength[0] = strlen(shaderCode);
glShaderSource(theShader, 1, theCode, codeLength); // This modifies the value of the shader code in memory
glCompileShader(theShader);
GLint result = 0;
GLchar eLog[1024] = { 0 };
glGetShaderiv(theShader, GL_COMPILE_STATUS, &result); // Gets result of linking the shader
if (!result)
{
glGetShaderInfoLog(theShader, sizeof(eLog), NULL, eLog);
printf("Error compiling the %d shader: '%s'\n", shaderType, eLog);
return;
}
glAttachShader(theProgram, theShader);
}
// Compiling the shaders, not handling adding the shaders to the program
void CompileShaders()
{
shader = glCreateProgram(); // Creates the program and gives shader the id so we can use shader to modify it
if (!shader)
{
printf("Error creating shader\n");
return;
}
AddShader(shader, vShader, GL_VERTEX_SHADER); // GL_VERTEX_SHADER is a built in enum -> type of shader -> needs to know what type of shader is being used
AddShader(shader, fShader, GL_FRAGMENT_SHADER);
GLint result = 0;
GLchar eLog[1024] = { 0 };
glLinkProgram(shader); // Actually create the executables on the graphics card and make sure it's working
glGetProgramiv(shader, GL_LINK_STATUS, &result); // Gets result of linking the shader
if (!result)
{
glGetProgramInfoLog(shader, sizeof(eLog), NULL, eLog);
printf("Error linking program: '%s'\n", eLog);
return;
}
// Validate the program
glValidateProgram(shader); // Makes sure the shader is valid in the current context that we're working in
glGetProgramiv(shader, GL_VALIDATE_STATUS, &result); // Gets result of linking the shader
if (!result)
{
glGetProgramInfoLog(shader, sizeof(eLog), NULL, eLog);
printf("Error validating program: '%s'\n", eLog);
return;
}
}
int main()
{
// Initialize GLFW
if (!glfwInit())
{
printf("GLFW initialization failed!");
glfwTerminate();
std::cin.get();
return 1;
}
// Setup GLFW window properties
// OpenGL version
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
// Core profile = No backwards compatabililty
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Allow forward compatibility
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
GLFWwindow* mainWindow = glfwCreateWindow(WIDTH, HEIGHT, "Playground", NULL, NULL);
if (!mainWindow)
{
printf("GLFW window creation failed");
glfwTerminate();
std::cin.get();
return 1;
}
// Get buffer size information
// We want to get the dimentions of the area in the middle of the window, it's the buffer, it's the part that's going to be holding all the openGL data as it's being passed to the window
int bufferWidth, bufferHeight;
glfwGetFramebufferSize(mainWindow, &bufferWidth, &bufferHeight);
// Set the context for GLEW to use
// Let GLEW know that this OpenGL context is the one everything should be tied to so when everything gets drawn it should get drawn to this window
glfwMakeContextCurrent(mainWindow);
// Allow modern extension features
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK)
{
printf("GLEW initilisation failed!");
glfwDestroyWindow(mainWindow);
glfwTerminate();
std::cin.get();
return 1;
}
// Setup viewport size
// There is a difference here between WIDTH and bufferWidth, should look into
glViewport(0, 0, bufferWidth, bufferHeight);
// CreateLines();
// CompileShaders();
int i = 0;
CompileShaders();
CreateLines();
// Loop until window closed
while (!glfwWindowShouldClose(mainWindow))
{
// Get and handle user input events
glfwPollEvents(); // will check for any user events
index++;
// Clear the window
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shader); // Grabs the id then goes to the graphics card and says to use the one with the ID of shader
// Everything below here will be using this shader
glBindVertexArray(VAO);
// Now using that VAO
glBindBuffer(GL_ARRAY_BUFFER, VBO);// !!!
// Static draw used when you aren't going to be changing the values in the actual array
GLfloat verticies[6];
util::addToArray(verticies, index);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(verticies), verticies);
glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind !!!
glDrawArrays(GL_LINES, 0, numberOfVerticies); // Mode, where to start in the array, the ammount of points we want to draw
glBindVertexArray(0);
glUseProgram(0); // Unassignes shader
glfwSwapBuffers(mainWindow); // We are drawing to a hidden buffer that constantly gets swapped around
}
std::cin.get();
return 0;
}
Also the util namespace:
#pragma once
#include <iostream>
#include <stdio.h>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <string>
#include <stdio.h>
#include <math.h>
namespace util
{
void addToArray(GLfloat theArray[], int& index)
{
theArray[0] = 0.0f;
theArray[1] = 0.0f;
theArray[2] = 0.0f;
theArray[3] = 0.5f*cos(index*3.1415926 / 180);
theArray[4] = 0.5f*sin(index*3.1415926 / 180);
theArray[5] = 0.0f;
}
}