I have a question regarding interleaved vbo's. I have a structure that looks like this
struct VertexData{
float x,y,z; //vertex coordinates
float normalx,normaly,normalz; //vertex normal
float cx,cy,cz; //vertex color
};
And this is how i create my VBO,VAO,IBO:
//creat OpenGL objects to use in drawing
unsigned int gl_vertex_array_object, gl_vertex_buffer_object, gl_index_buffer_object;
//vertex array object
glGenVertexArrays(1, &gl_vertex_array_object);
glBindVertexArray(gl_vertex_array_object);
//vertex buffer object -> we hold the vertices
glGenBuffers(1,&gl_vertex_buffer_object);
glBindBuffer(GL_ARRAY_BUFFER, gl_vertex_buffer_object);
glBufferData(GL_ARRAY_BUFFER, vertices.size()*sizeof(VertexData), &vertices[0], GL_STATIC_DRAW);
//index buffer object -> we hold the index of vertex
glGenBuffers(1,&gl_index_buffer_object);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gl_index_buffer_object);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size()*sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
//the connection between attributes, interleaved data
glEnableVertexAttribArray(0);
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,sizeof(VertexData),(void*)0); //send positions on pipe 0
glEnableVertexAttribArray(1);
glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,sizeof(VertexData),(void*)(sizeof(float)*3)); //send normals on pipe 1
glEnableVertexAttribArray(2);
glVertexAttribPointer(2,3,GL_FLOAT,GL_FALSE,sizeof(VertexData),(void*)(3*sizeof(float)*3)); //send colors on pipe 2
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glNormalPointer(GL_FLOAT,sizeof(VertexData),(void*)(sizeof(float)*3));
glColorPointer(3,GL_FLOAT,sizeof(VertexData),(void*)(3*sizeof(float)*3));
vao = gl_vertex_array_object;
vbo = gl_vertex_buffer_object;
ibo = gl_index_buffer_object;
num_indices = indices.size();
If my VBO is a vector of VertexData , does it mean it is interleaved ? And did i send the data correct above ? with stride and offset ?
All this is in another class. Here is how i load the mesh and draw it in the main class
//load
teren::loadTerrain("resurse\\heightmap.bmp","resurse\\heightmap_color.bmp",mesh_vao_ground, mesh_vbo_ground, mesh_ibo_ground, mesh_num_indices_ground,20);
//draw
glUniformMatrix4fv(glGetUniformLocation(gl_program_shader_curent, "model_matrix"),1,false,glm::value_ptr(matrice_translatie));
glBindVertexArray(mesh_vao_ground);
glDrawElements(GL_TRIANGLES, mesh_num_indices_ground, GL_UNSIGNED_INT, 0);
My terrain is drawn but it has a weird colouring. It has pink and blue and whatnot, doesn't look anything like the color image from which i get my vertex colors. Here is my gourard vertex shader:
layout(location = 0) in vec3 in_position;
layout(location = 1) in vec3 in_normal;
layout(location = 2) in vec3 in_color;
uniform mat4 model_matrix, view_matrix, projection_matrix;
uniform vec3 light_position;
uniform vec3 eye_position;
uniform int material_shininess;
uniform float material_kd;
uniform float material_ks;
out vec3 light;
void main(){
gl_Position = projection_matrix*view_matrix*model_matrix*vec4(in_position,1.0);
float fDiffuseIntensity = material_kd * max(0.0, dot(normalize(in_normal), normalize(light_position)));
light = material_ks * in_color * fDiffuseIntensity;
}
And my gourard fragment shader:
in vec3 light;
out vec4 out_color;
void main()
{
out_color = vec4(light,1.0);
}
I am really stuck right now. Is it a problem with my shaders or my vbo/attributes,etc or maybe even both. I would really appreciate some help.(PS:If in the vertex shader i change to light=in_color , everything is white).I also have a light rotating above the terrain. Here is a photo of what is happening:
http://i44.tinypic.com/69j0cg.jpg