This article is written like a manual or guide.(March 2014) |
A vertex buffer object (VBO) is an OpenGL feature that provides methods for uploading vertex data (position, normal vector, color, etc.) to the video device for non-immediate-mode rendering. VBOs offer substantial performance gains over immediate mode rendering primarily because the data reside in video device memory rather than system memory and so it can be rendered directly by the video device. These are equivalent to vertex buffers in Direct3D.
The vertex buffer object specification has been standardized by the OpenGL Architecture Review Board Archived 2011-11-24 at the Wayback Machine as of OpenGL Version 1.5 (in 2003). Similar functionality was available before the standardization of VBOs via the Nvidia-created extension "vertex array range" [1] or ATI's "vertex array object" [2] extension.
The following functions form the core of VBO access and manipulation:
//Initialise VBO - do only once, at start of program//Create a variable to hold the VBO identifierGLuinttriangleVBO;//Vertices of a triangle (counter-clockwise winding)floatdata[]={1.0,0.0,1.0,0.0,0.0,-1.0,-1.0,0.0,1.0};//try float data[] = {0.0, 1.0, 0.0, -1.0, -1.0, 0.0, 1.0, -1.0, 0.0}; if the above doesn't work.//Create a new VBO and use the variable id to store the VBO idglGenBuffers(1,&triangleVBO);//Make the new VBO activeglBindBuffer(GL_ARRAY_BUFFER,triangleVBO);//Upload vertex data to the video deviceglBufferData(GL_ARRAY_BUFFER,sizeof(data),data,GL_STATIC_DRAW);//Make the new VBO active. Repeat here in case it has changed since initialisationglBindBuffer(GL_ARRAY_BUFFER,triangleVBO);//Draw Triangle from VBO - do each time window, view point or data changes//Establish its 3 coordinates per vertex with zero stride in this array; necessary hereglVertexPointer(3,GL_FLOAT,0,NULL);//Establish array contains vertices (not normals, colours, texture coords etc)glEnableClientState(GL_VERTEX_ARRAY);//Actually draw the triangle, giving the number of vertices providedglDrawArrays(GL_TRIANGLES,0,sizeof(data)/sizeof(float)/3);//Force display to be drawn nowglFlush();
Vertex Shader:
/*----------------- "exampleVertexShader.vert" -----------------*/#version 150 // Specify which version of GLSL we are using.// in_Position was bound to attribute index 0("shaderAttribute")invec3in_Position;voidmain(){gl_Position=vec4(in_Position.x,in_Position.y,in_Position.z,1.0);}/*--------------------------------------------------------------*/
Fragment Shader:
/*---------------- "exampleFragmentShader.frag" ----------------*/#version 150 // Specify which version of GLSL we are using.precisionhighpfloat;// Video card drivers require this line to function properlyoutvec4fragColor;voidmain(){fragColor=vec4(1.0,1.0,1.0,1.0);//Set colour of each fragment to WHITE}/*--------------------------------------------------------------*/
Main OpenGL Program:
/*--------------------- Main OpenGL Program ---------------------*//* Create a variable to hold the VBO identifier */GLuinttriangleVBO;/* This is a handle to the shader program */GLuintshaderProgram;/* These pointers will receive the contents of our shader source code files */GLchar*vertexSource,*fragmentSource;/* These are handles used to reference the shaders */GLuintvertexShader,fragmentShader;constunsignedintshaderAttribute=0;/* Vertices of a triangle (counter-clockwise winding) */floatdata[3][3]={{0.0,1.0,0.0},{-1.0,-1.0,0.0},{1.0,-1.0,0.0}};/*---------------------- Initialise VBO - (Note: do only once, at start of program) ---------------------*//* Create a new VBO and use the variable "triangleVBO" to store the VBO id */glGenBuffers(1,&triangleVBO);/* Make the new VBO active */glBindBuffer(GL_ARRAY_BUFFER,triangleVBO);/* Upload vertex data to the video device */glBufferData(GL_ARRAY_BUFFER,sizeof(data),data,GL_STATIC_DRAW);/* Specify that our coordinate data is going into attribute index 0(shaderAttribute), and contains three floats per vertex */glVertexAttribPointer(shaderAttribute,3,GL_FLOAT,GL_FALSE,0,0);/* Enable attribute index 0(shaderAttribute) as being used */glEnableVertexAttribArray(shaderAttribute);/* Make the new VBO active. */glBindBuffer(GL_ARRAY_BUFFER,triangleVBO);/*-------------------------------------------------------------------------------------------------------*//*--------------------- Load Vertex and Fragment shaders from files and compile them --------------------*//* Read our shaders into the appropriate buffers */vertexSource=filetobuf("exampleVertexShader.vert");fragmentSource=filetobuf("exampleFragmentShader.frag");/* Assign our handles a "name" to new shader objects */vertexShader=glCreateShader(GL_VERTEX_SHADER);fragmentShader=glCreateShader(GL_FRAGMENT_SHADER);/* Associate the source code buffers with each handle */glShaderSource(vertexShader,1,(constGLchar**)&vertexSource,0);glShaderSource(fragmentShader,1,(constGLchar**)&fragmentSource,0);/* Free the temporary allocated memory */free(vertexSource);free(fragmentSource);/* Compile our shader objects */glCompileShader(vertexShader);glCompileShader(fragmentShader);/*-------------------------------------------------------------------------------------------------------*//*-------------------- Create shader program, attach shaders to it and then link it ---------------------*//* Assign our program handle a "name" */shaderProgram=glCreateProgram();/* Attach our shaders to our program */glAttachShader(shaderProgram,vertexShader);glAttachShader(shaderProgram,fragmentShader);/* Bind attribute index 0 (shaderAttribute) to in_Position*//* "in_Position" will represent "data" array's contents in the vertex shader */glBindAttribLocation(shaderProgram,shaderAttribute,"in_Position");/* Link shader program*/glLinkProgram(shaderProgram);/*-------------------------------------------------------------------------------------------------------*//* Set shader program as being actively used */glUseProgram(shaderProgram);/* Set background colour to BLACK */glClearColor(0.0,0.0,0.0,1.0);/* Clear background with BLACK colour */glClear(GL_COLOR_BUFFER_BIT);/* Actually draw the triangle, giving the number of vertices provided by invoke glDrawArrays while telling that our data is a triangle and we want to draw 0-3 vertexes */glDrawArrays(GL_TRIANGLES,0,(sizeof(data)/3)/sizeof(GLfloat));/*---------------------------------------------------------------*/
OpenGL is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering.
In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene—a process known as shading. Shaders have evolved to perform a variety of specialized functions in computer graphics special effects and video post-processing, as well as general-purpose computing on graphics processing units.
The computer graphics pipeline, also known as the rendering pipeline or graphics pipeline, is a framework within computer graphics that outlines the necessary procedures for transforming a three-dimensional (3D) scene into a two-dimensional (2D) representation on a screen. Once a 3D model is generated, the graphics pipeline converts the model into a visually perceivable format on the computer display. Due to the dependence on specific software, hardware configurations, and desired display attributes, a universally applicable graphics pipeline does not exist. Nevertheless, graphics application programming interfaces (APIs), such as Direct3D, OpenGL and Vulkan were developed to standardize common procedures and oversee the graphics pipeline of a given hardware accelerator. These APIs provide an abstraction layer over the underlying hardware, relieving programmers from the need to write code explicitly targeting various graphics hardware accelerators like AMD, Intel, Nvidia, and others.
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In computer graphics, a triangle strip is a subset of triangles in a triangle mesh with shared vertices, and is a more memory-efficient method of storing information about the mesh. They are more efficient than un-indexed lists of triangles, but usually equally fast or slower than indexed triangle lists. The primary reason to use triangle strips is to reduce the amount of data needed to create a series of triangles. The number of vertices stored in memory is reduced from 3N to N + 2, where N is the number of triangles to be drawn. This allows for less use of disk space, as well as making them faster to load into RAM.
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The Blinn–Phong reflection model, also called the modified Phong reflection model, is a modification developed by Jim Blinn to the Phong reflection model.
In computer graphics, a triangle mesh is a type of polygon mesh. It comprises a set of triangles that are connected by their common edges or vertices.
In computer science, a type punning is any programming technique that subverts or circumvents the type system of a programming language in order to achieve an effect that would be difficult or impossible to achieve within the bounds of the formal language.
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Perl OpenGL (POGL) is a portable, compiled wrapper library that allows OpenGL to be used in the Perl programming language.
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In computer programming, variadic templates are templates that take a variable number of arguments.
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Additive manufacturing file format (AMF) is an open standard for describing objects for additive manufacturing processes such as 3D printing. The official ISO/ASTM 52915:2016 standard is an XML-based format designed to allow any computer-aided design software to describe the shape and composition of any 3D object to be fabricated on any 3D printer via a computer-aided manufacturing software. Unlike its predecessor STL format, AMF has native support for color, materials, lattices, and constellations.
This is a glossary of terms relating to computer graphics.
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