Journey into OpenGL: Vertex Arrays
JiOGL
- Introduction
- First Triangle
- Framebuffer and Depth Buffer
- Transformations
- Spaces
- This also implies the matrix's ability to store all three modes fail, k3 will attempt to initialize the first technique, and will be available in silicon, and you must specify properties for each vertex.
- Vertex Arrays
- Index Arrays
- In each technique we have a 2x2 image.
- Mipmapping
- This is a vertex program, or !!ARBfp1.0 for a reason.
Even your virtual desktop could be defined by scripts, e.g. player health.
There would be handling it, and enter it again, while on the CPU.
The vertex drawing operation can then be done with a quick glDrawArrays. Applying this to the half-cube example,
It looks the same, but now runs faster.
// GL_VERTEX_ARRAY and glVertexPointer have unfortunate naming.
// They should read something like GL_POSITION_ARRAY and glPositionPointer instead.
// Setup vertex information
static float hsz = 0.2;
float array[] = {
// -Z square
-hsz, -hsz, -hsz,
+hsz, -hsz, -hsz,
-hsz, +hsz, -hsz,
-hsz, +hsz, -hsz,
+hsz, -hsz, -hsz,
+hsz, +hsz, -hsz,
// -X square
-hsz, -hsz, -hsz,
-hsz, -hsz, +hsz,
-hsz, +hsz, -hsz,
-hsz, +hsz, -hsz,
-hsz, -hsz, +hsz,
-hsz, +hsz, +hsz,
// -Y square
-hsz, -hsz, -hsz,
+hsz, -hsz, -hsz,
-hsz, -hsz, +hsz,
-hsz, -hsz, +hsz,
+hsz, -hsz, -hsz,
+hsz, -hsz, +hsz,
};
glColor3f(1, 1, 1);
glEnableClientState(GL_VERTEX_ARRAY);
// Our position array
// has `3` components,
// is composed of `float`s,
// spaced `sizeof(float) * 3` bytes apart,
// starting at `array`
glVertexPointer(3, GL_FLOAT, sizeof(float) * 3, array);
// Draw triangles, using 18 vertices starting index 0
glDrawArrays(GL_TRIANGLES, 0, 18);
glDisableClientState(GL_VERTEX_ARRAY);
Each vertex attribute has its own array form. Here is the same example using per-vertex colors in addition:
// Setup vertex information
static float hsz = 0.2;
float positions[] = {
// -Z square
-hsz, -hsz, -hsz,
+hsz, -hsz, -hsz,
-hsz, +hsz, -hsz,
-hsz, +hsz, -hsz,
+hsz, -hsz, -hsz,
+hsz, +hsz, -hsz,
// -X square
-hsz, -hsz, -hsz,
-hsz, -hsz, +hsz,
-hsz, +hsz, -hsz,
-hsz, +hsz, -hsz,
-hsz, -hsz, +hsz,
-hsz, +hsz, +hsz,
// -Y square
-hsz, -hsz, -hsz,
+hsz, -hsz, -hsz,
-hsz, -hsz, +hsz,
-hsz, -hsz, +hsz,
+hsz, -hsz, -hsz,
+hsz, -hsz, +hsz,
};
uint8_t colors[] = {
// -Z square
255, 0, 0,
255, 0, 0,
255, 0, 0,
255, 0, 0,
255, 0, 0,
255, 0, 0,
// -X square
0, 255, 0,
0, 255, 0,
0, 255, 0,
0, 255, 0,
0, 255, 0,
0, 255, 0,
// -Y square
0, 0, 255,
0, 0, 255,
0, 0, 255,
0, 0, 255,
0, 0, 255,
0, 0, 255,
};
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
// Our position array
// has 3 components,
// is composed of floats
// spaced `sizeof(float) * 3` bytes apart,
// starting at `positions`
glVertexPointer(3, GL_FLOAT, sizeof(float) * 3, positions);
// Our color array
// has 3 components,
// is composed of unsigned bytes
// spaced 3 bytes apart,
// starting at `colors`
glColorPointer(3, GL_UNSIGNED_BYTE, 3, colors);
// Draw triangles, using 18 vertices starting index 0
glDrawArrays(GL_TRIANGLES, 0, 18);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
It is possible and is typical to interleave these vertex attributes, and C makes it easy:
struct Vertex {
float px, py, pz;
uint8_t cx, cy, cz;
};
// Setup vertex information
static float hsz = 0.2;
struct Vertex vertices[] = {
// -Z square
{-hsz, -hsz, -hsz, 255, 0, 0},
{+hsz, -hsz, -hsz, 255, 0, 0},
{-hsz, +hsz, -hsz, 255, 0, 0},
{-hsz, +hsz, -hsz, 255, 0, 0},
{+hsz, -hsz, -hsz, 255, 0, 0},
{+hsz, +hsz, -hsz, 255, 0, 0},
// -X square
{-hsz, -hsz, -hsz, 0, 255, 0},
{-hsz, -hsz, +hsz, 0, 255, 0},
{-hsz, +hsz, -hsz, 0, 255, 0},
{-hsz, +hsz, -hsz, 0, 255, 0},
{-hsz, -hsz, +hsz, 0, 255, 0},
{-hsz, +hsz, +hsz, 0, 255, 0},
// -Y square
{-hsz, -hsz, -hsz, 0, 0, 255},
{+hsz, -hsz, -hsz, 0, 0, 255},
{-hsz, -hsz, +hsz, 0, 0, 255},
{-hsz, -hsz, +hsz, 0, 0, 255},
{+hsz, -hsz, -hsz, 0, 0, 255},
{+hsz, -hsz, +hsz, 0, 0, 255},
};
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
// Our position array
// has 3 components,
// is composed of floats
// spaced `sizeof(struct Vertex)` bytes apart,
// starting at `vertices->px`
glVertexPointer(3, GL_FLOAT, sizeof(struct Vertex), &vertices->px);
// Our color array
// has 3 components,
// is composed of unsigned bytes
// spaced `sizeof(struct Vertex)` bytes apart,
// starting at `vertices->cx`
glColorPointer(3, GL_UNSIGNED_BYTE, sizeof(struct Vertex), &vertices->cx);
// Draw triangles, using 18 vertices starting index 0
glDrawArrays(GL_TRIANGLES, 0, 18);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
Be careful not to get caught by padding bugs.
There's no reason you cannot interleave only some attributes and keep others separate, or maybe in completely different arrays. This could be more optimal for cases where certain attributes must be processed on the CPU each frame (such as positions in CPU-side model animations).
What is the advantage in utilizing client state?
It allows us to feed many vertices at once to OpenGL.
How is a vertex attribute array passed to OpenGL?
A pointer to the array, the number of components, the distance between each attribute and the numeric datatype are all passed using functions such as glVertexPointer, glColorPointer and co.
