glDrawElements — render primitives from array data
void glDrawElements( | GLenum mode, |
GLsizei count, | |
GLenum type, | |
const GLvoid * indices) ; |
mode
Specifies what kind of primitives to render. Symbolic constants GL_POINTS
, GL_LINE_STRIP
, GL_LINE_LOOP
, GL_LINES
, GL_TRIANGLE_STRIP
, GL_TRIANGLE_FAN
, and GL_TRIANGLES
are accepted.
count
Specifies the number of elements to be rendered.
type
Specifies the type of the values in indices
. Must be GL_UNSIGNED_BYTE
or GL_UNSIGNED_SHORT
.
indices
Specifies a pointer to the location where the indices are stored.
glDrawElements
specifies multiple geometric primitives with very few subroutine calls. Instead of calling a GL function to pass each vertex attribute, you can use glVertexAttribPointer to prespecify separate arrays of vertex attributes and use them to construct a sequence of primitives with a single call to glDrawElements
.
When glDrawElements
is called, it uses count
sequential elements from an enabled array, starting at indices
to construct a sequence of geometric primitives. mode
specifies what kind of primitives are constructed and how the array elements construct these primitives. If more than one array is enabled, each is used.
To enable and disable a generic vertex attribute array, call glEnableVertexAttribArray and glDisableVertexAttribArray.
If the current program object, as set by glUseProgram, is invalid, rendering results are undefined. However, no error is generated for this case.
GL_INVALID_ENUM
is generated if mode
is not an accepted value.
GL_INVALID_ENUM
is generated if type
is not GL_UNSIGNED_BYTE
or GL_UNSIGNED_SHORT
.
GL_INVALID_VALUE
is generated if count
is negative.
GL_INVALID_FRAMEBUFFER_OPERATION
is generated if the currently bound framebuffer is not framebuffer complete (i.e. the return value from glCheckFramebufferStatus is not GL_FRAMEBUFFER_COMPLETE
).
glEnableVertexAttribArray(texcoord_attrib_index); // Attribute indexes were received from calls to glGetAttribLocation, or passed into glBindAttribLocation. glEnableVertexAttribArray(normal_attrib_index); glEnableVertexAttribArray(position_attrib_index); glVertexAttribPointer(texcoord_attrib_index, 2, GL_FLOAT, false, 0, texcoords_data); // texcoords_data is a float*, 2 per vertex, representing UV coordinates. glVertexAttribPointer(normal_attrib_index, 3, GL_FLOAT, false, 0, normals_data); // normals_data is a float*, 3 per vertex, representing normal vectors. glVertexAttribPointer(position_attrib_index, 3, GL_FLOAT, false, 0, vertex_data); // vertex_data is a float*, 3 per vertex, representing the position of each vertex // num_vertices is the number of verts in your vertex_data. // index_data is an array of unsigned int offsets into vertex_data. glDrawElements(GL_TRIANGLES, num_vertices, GL_UNSIGNED_INT, index_data); glDisableVertexAttribArray(position_attrib_index); glDisableVertexAttribArray(texcoord_attrib_index); glDisableVertexAttribArray(normal_attrib_index);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); // vertex_buffer is retrieved from glGenBuffers glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer); // index_buffer is retrieved from glGenBuffers glEnableVertexAttribArray(texcoord_attrib_index); // Attribute indexes were received from calls to glGetAttribLocation, or passed into glBindAttribLocation. glEnableVertexAttribArray(normal_attrib_index); glEnableVertexAttribArray(position_attrib_index); // vertex_stride is the size of bytes of each vertex in the buffer object // vertex_position_offset and kin are the offset in bytes of the position data // in each vertex. For example if your vertex structure is // [ position, texcoord, normal ] then position vertex_position_offset will // have offset 0, vertex_texcoord_offset is 12 (position is 3 * sizeof(float) // bytes large, and texcoord comes just after) and vertex_normal_offset is // 20 = 5 * sizeof(float). GLintptr vertex_texcoord_offset = 3 * sizeof(float); GLintptr vertex_normal_offset = 5 * sizeof(float); GLintptr vertex_position_offset = 0 * sizeof(float); glVertexAttribPointer(texcoord_attrib_index, 2, GL_FLOAT, false, vertex_stride, (GLvoid*)vertex_texcoord_offset); glVertexAttribPointer(normal_attrib_index, 3, GL_FLOAT, false, vertex_stride, (GLvoid*)vertex_normal_offset); glVertexAttribPointer(position_attrib_index, 3, GL_FLOAT, false, vertex_stride, (GLvoid*)vertex_position_offset); // num_vertices is the number of verts in your vertex_data. // index_data is an array of unsigned int offsets into vertex_data. glDrawElements(GL_TRIANGLES, num_vertices, GL_UNSIGNED_INT, NULL); glDisableVertexAttribArray(position_attrib_index); glDisableVertexAttribArray(texcoord_attrib_index); glDisableVertexAttribArray(normal_attrib_index);
glCheckFramebufferStatus, glDisableVertexAttribArray, glDrawArrays, glEnableVertexAttribArray, glUseProgram, glVertexAttribPointer
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