I looked at the code in How to draw line in OpenGl? but glBegin and glEnd are marked as deprecated. How are you supposed to draw a line in the current OpenGL version? I found articles that talk about using VBO, and articles that talk about glVertexPointer
and glColorPointer
, but there's so much framework around building these methods with the shader program compiling and linking and the vertex attribute bit twiddling. Isn't there a simple way to draw a line without using deprecated functions?
I tried this without success:
OpenTK.Vector2[] linepts = { new Vector2(0, 0), new Vector2(1, 1), new Vector2(50, 0), new Vector2(0, 50) };
int h = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer, h);
GL.BufferData<Vector2>(BufferTarget.ArrayBuffer, 16, linepts, BufferUsageHint.StreamDraw);
GL.DrawArrays(PrimitiveType.LineStrip, 0, 4);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.DeleteBuffer(h);
I don't know if I'm even in the right ballpark using DrawArrays or if that method requires a whole mess of framework to go along with it, so I don't necessarily want to make this code work. I just want to find the simplest code for drawing a line that's advisable to use in modern OpenGL.
This is the simplest program (using OpenTK) that I can create to draw a line.
using System;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
namespace OpenGLLine
{
static class Program
{
static OpenTK.GameWindow gw;
static int shaderProgram;
static int vertexInfo;
static int lineVertexBuffer;
static int vertexCount;
[STAThread]
static void Main()
{
gw = new OpenTK.GameWindow(800, 600, OpenTK.Graphics.GraphicsMode.Default, "Game", OpenTK.GameWindowFlags.FixedWindow);
Initialize();
gw.RenderFrame += Gw_RenderFrame;
gw.Closed += Gw_Closed;
gw.Run(60);
}
private static void Gw_Closed(object sender, EventArgs e)
{
CleanUp();
}
private static void Initialize()
{
int vshader = GL.CreateShader(ShaderType.VertexShader);
GL.ShaderSource(vshader, @"#version 130
in vec2 vPosition;
void main()
{
gl_Position = vec4(vPosition, -1.0, 1.0);
}");
GL.CompileShader(vshader);
int fshader = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(fshader, @"#version 130
out vec4 fragColor;
void main()
{
fragColor = vec4(1.0, 1.0, 1.0, 1.0);
}");
GL.CompileShader(fshader);
shaderProgram = GL.CreateProgram();
GL.AttachShader(shaderProgram, vshader);
GL.AttachShader(shaderProgram, fshader);
GL.LinkProgram(shaderProgram);
GL.DetachShader(shaderProgram, vshader);
GL.DetachShader(shaderProgram, fshader);
GL.UseProgram(shaderProgram);
lineVertexBuffer = GL.GenBuffer();
Vector2[] lineVertices = { new Vector2(0, 0), new Vector2(.5f, .5f) };
vertexCount = lineVertices.Length;
GL.BindBuffer(BufferTarget.ArrayBuffer, lineVertexBuffer);
GL.BufferData(BufferTarget.ArrayBuffer, System.Runtime.InteropServices.Marshal.SizeOf(lineVertices[0]) * vertexCount,
lineVertices, BufferUsageHint.StreamDraw);
vertexInfo = GL.GenVertexArray();
GL.BindVertexArray(vertexInfo);
int locVPosition = GL.GetAttribLocation(shaderProgram, "vPosition");
GL.EnableVertexAttribArray(locVPosition);
GL.VertexAttribPointer(locVPosition, 2, VertexAttribPointerType.Float, false,
System.Runtime.InteropServices.Marshal.SizeOf(lineVertices[0]), 0);
GL.BindVertexArray(0);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.UseProgram(0);
}
static void CleanUp()
{
GL.DeleteProgram(shaderProgram);
GL.DeleteVertexArray(vertexInfo);
GL.DeleteBuffer(lineVertexBuffer);
}
private static void Gw_RenderFrame(object sender, OpenTK.FrameEventArgs e)
{
GL.ClearColor(Color4.Black);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
GL.BindBuffer(BufferTarget.ArrayBuffer, lineVertexBuffer);
GL.UseProgram(shaderProgram);
GL.BindVertexArray(vertexInfo);
GL.DrawArrays(PrimitiveType.LineStrip, 0, vertexCount);
GL.BindVertexArray(0);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.UseProgram(0);
gw.SwapBuffers();
}
}
}