Given a vertex shader that looks something like
#version 400 compatibility
const int max_valence = 6;
in int valence;
in vec3 patch_data[1 + 2 * max_valence];
...
What is the the proper way to map the data to the correct vertex attribs? I'm trying to use a VBO, but I can't figure out how to pass that large of a value in. glVertexAttribPointer
takes at most a vector of size 4. What's the correct way to get the vertex attributes into the shader?
Arrays of vertex attributes are legal in OpenGL. However, each member of the array takes up a separate attribute index. They are allocated contiguously, starting from whatever attribute index you give patch_data
. Since you're using GLSL 4.00, you should also be specifying attribute locations explicitly with layout(location = #)
.
So if you do this:
layout(location = 1) in vec3 patch_data[1 + 2 * max_valence];
Then patch_data
will cover all attribute indices on the half-open range from 1 to 1 + (1 + 2 * max_valence)
.
Each array entry is, from the OpenGL side, a separate attribute. Therefore, you need a separate glVertexAttribPointer
call for each separate array index.
So if your array data in memory looks like an array of 13 vec3's, tightly packed, then you need to do this:
for(int attrib = 0; attrib < 1 + (2 * max_valence); ++attrib)
{
glVertexAttribPointer(attrib + 1, //Attribute index starts at 1.
3, //Each attribute is a vec3.
GL_FLOAT, //Change as appropriate to the data you're passing.
GL_FALSE, //Change as appropriate to the data you're passing.
sizeof(float) * 3 * (1 + (2 * max_valence)), //Assuming that these array attributes aren't interleaved with anything else.
reinterpret_cast<void*>(baseOffset + (attrib * 3 * sizeof(float))) //Where baseOffset is the start of the array data in the buffer object.
);
}
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