I am looking for a nice way to render mesh objects with different vertex layouts wihtout large effort (e.g. defining a renderer class for each vertex layout). You can see some examples of different vertex formats below.
enum EVertexFormat
{
VERTEX_FORMAT_UNDEFINED = -1,
VERTEX_FORMAT_P1 = 0,
VERTEX_FORMAT_P1N1,
VERTEX_FORMAT_P1N1UV,
VERTEX_FORMAT_P1N1C1,
VERTEX_FORMAT_P1N1UVC1,
};
// the simplest possible vertex -- position only
struct SVertexP1
{
math::Vector3D m_position; // position of the vertex
};
struct SVertexP1N1
{
math::Vector3D m_position; // position of the vertex
math::Vector3D m_normal; // normal of the vertex
};
// a typical vertex format with position, vertex normal
// and one set of texture coordinates
struct SVertexP1N1UV
{
math::Vector3D m_position; // position of the vertex
math::Vector3D m_normal; // normal of the vertex
math::Vector2D m_uv; // (u,v) texture coordinate
};
struct SVertexP1N1C1
{
math::Vector3D m_position; // position of the vertex
math::Vector3D m_normal; // normal of the vertex
uint32_t m_color_u32; // color of the vertex
};
struct SVertexP1N1UVC1
{
math::Vector3D m_position; // position of the vertex
math::Vector3D m_normal; // normal of the vertex
math::Vector2D m_uv; // (u,v) texture coordinate
uint32_t m_color_u32; // color of the vertex
};
The background is, that I want to render different objects. Some of them are primitives (e.g. planes, spheres) which do not own texture coordinates or normals. On the other hand I want to render more complex objects which have normals, texture coordinates etc. Is there a smart way or design to avoid programming multiple renderer classes and instead using a single renderer class? I am aware, that this will also affect shaders.
What you can do is give each of your vertex structs a static method, maybe called EnableVertexAttribArray
or something similar. In this static method you set up the vertex layout in the GL_ARRAY_BUFFER
, assuming a correct array buffer has been bound.
struct SVertexP1N1
{
math::Vector3D m_position; // position of the vertex
math::Vector3D m_normal; // normal of the vertex
static void EnableVertexAttribArray()
{
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(SVertexP1N1), (const GLvoid*)offsetof(SVertexP1N1, m_position));
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(SVertexP1N1), (const GLvoid*)offsetof(SVertexP1N1, m_normal));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
}
};
Then you can make a template class of a vertex buffer, based on the vertex struct. For instance,
template <class VertexType> class vertex_buffer
{
public:
typedef VertexType vertex_type;
vertex_buffer()
{
glGenVertexArrays(1, &m_vao);
glGenBuffers(1, &m_vbo);
glGenBuffers(1, &m_ibo);
glBindVertexArray(m_vao);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo);
vertex_type::EnableVertexAttribArray(); // <--------
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
~vertex_buffer()
{
glDeleteVertexArrays(1, &m_vao);
glDeleteBuffers(1, &m_vbo);
glDeleteBuffers(1, &m_ibo);
}
// ...
void draw()
{
glBindVertexArray(m_vao);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glDrawElements(GL_TRIANGLES, m_indices.size(), GL_UNSIGNED_INT, NULL);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
private:
GLuint m_vao;
GLuint m_vbo;
GLuint m_ibo;
std::vector<vertex_type> m_vertices;
std::vector<GLuint> m_indices;
}
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