So, I am trying to make a basic "Drawable" class that handles a lot of the drawing for me in the background and I want to use modern OpenGL (no begin and end statements). I keep just getting a blank screen when I run draw().
I have run the debugger and checked, my array is initialized properly with 3xFLOAT for position and 4xFLOAT for color. Any idea what is going wrong? I am very new to this library. My example tries to draw a red cube at (+-0.5, +-0.5, 0.0), so the indexData array is just { 0, 1, 2, 3 }.
#define DRAWABLE_VERTEX_DEPTH 3
#define SIZE_OF_VERTEX_ELEMENT sizeof(GLfloat)
#define VERTEX_SIZE (DRAWABLE_VERTEX_DEPTH * SIZE_OF_VERTEX_ELEMENT)
#define DRAWABLE_COLOR_DEPTH 4
#define SIZE_OF_COLOR_ELEMENT sizeof(GLfloat)
#define COLOR_SIZE (DRAWABLE_COLOR_DEPTH * SIZE_OF_COLOR_ELEMENT)
#define INDEX_SIZE sizeof(GLushort)
#define DRAWABLE_STRIDE (VERTEX_SIZE + COLOR_SIZE)
inline Drawable(/*Arguments omitted for brevity...*/)
{
//Standard initialization omitted....
glGenBuffers(1, &vboID);
glGenBuffers(1, &vioID);
glGenVertexArrays(1, &vaoID);
glBindBuffer(GL_ARRAY_BUFFER, vboID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vioID);
glBufferData(GL_ARRAY_BUFFER, (VERTEX_SIZE + COLOR_SIZE) * vertexCount, vertexData, drawType);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, INDEX_SIZE * indexCount, indexData, drawType);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
//Generate Vertex Array
glBindVertexArray(vaoID);
glBindBuffer(GL_ARRAY_BUFFER, vboID);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(0, DRAWABLE_VERTEX_DEPTH, GL_FLOAT, GL_FALSE, DRAWABLE_STRIDE, 0);
glVertexAttribPointer(1, DRAWABLE_COLOR_DEPTH, GL_FLOAT, GL_FALSE, DRAWABLE_STRIDE, (GLbyte*)VERTEX_SIZE);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vioID);
glBindVertexArray(0);
}
inline void draw()
{
glBindVertexArray(vaoID);
glDrawElements(drawMode, indexCount, GL_UNSIGNED_SHORT, NULL);
glBindVertexArray(0);
}
GLSL Vertex Shader:
#version 430\r\n
in layout(location=0) vec3 inPosition;
in layout(location=1) vec4 inColor;
out vec4 outVertexColor;
void main()
{
gl_Position = vec4(inPosition, 1.0);
outVertexColor = inColor;
}
GLSL Fragment Shader:
#version 430\r\n
in vec4 outVertexColor;
out vec4 outFragmentcolor;
void main()
{
outFragmentcolor = outVertexColor;
}
Apart from the issues mentioned in the comments, your index array is GLushort (unsigned 16 bit), while your draw call specifies GL_UNSIGNED_INT (unsigned 32 bit). Replace with GL_UNSIGNED_SHORT.