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_LINE_STRIP_ADJACENCY
, GL_LINES_ADJACENCY
, GL_TRIANGLE_STRIP
, GL_TRIANGLE_FAN
, GL_TRIANGLES
, GL_TRIANGLE_STRIP_ADJACENCY
and GL_TRIANGLES_ADJACENCY
are accepted.
count
Specifies the number of elements to be rendered.
type
Specifies the type of the values in indices
. Must be one of GL_UNSIGNED_BYTE
, GL_UNSIGNED_SHORT
, or GL_UNSIGNED_INT
.
indices
Specifies an offset of the first index in the array in the data store of the buffer currently bound to the GL_ELEMENT_ARRAY_BUFFER target.
glDrawElements
specifies multiple geometric primitives with very few subroutine calls. Instead of calling a GL function to pass each individual vertex, normal, texture coordinate, edge flag, or color, you can prespecify separate arrays of vertices, normals, and so on, 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.
Vertex attributes that are modified by glDrawElements
have an unspecified value after glDrawElements
returns. Attributes that aren't modified maintain their previous values.
GL_LINE_STRIP_ADJACENCY
, GL_LINES_ADJACENCY
, GL_TRIANGLE_STRIP_ADJACENCY
and GL_TRIANGLES_ADJACENCY
are available only if the GL version is 3.2 or greater.
GL_INVALID_ENUM
is generated if mode
is not an accepted value.
GL_INVALID_VALUE
is generated if count
is negative.
GL_INVALID_OPERATION
is generated if a geometry shader is active and mode
is incompatible with the input primitive type of the geometry shader in the currently installed program object.
GL_INVALID_OPERATION
is generated if a non-zero buffer object name is bound to an enabled array or the element array and the buffer object's data store is currently mapped.
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);
Learning Modern 3D Graphics Programming - Chapter 5. Objects in Depth [Vertex Array Objects, Indexed Drawing]
Songho - OpenGL Display List
Songho - OpenGL Vertex Array
Songho - OpenGL Vertex Buffer Object (VBO)
open.gl - The Graphics Pipeline
opengl-tutorial.org - Tutorial 13 : Normal Mapping
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