i have a single vao that contains a character set of a font. Each character is drawn with a set of indices belonging to it. The idea was to write a couple of chars and bind the vao only one time.
Everything works fine - except the positioning of the glyphs. The loop is like
glGetUniformLocations()
glBindVertexArray( vao )
for( i=0; i< lg; i++ )
{
glUniforMatrix4fV(); // send translation matrix to shader
glDrawElements( part of the indexbuffer );
trans_mx = glm::translate(); // compute the translation matrix
}
Vertexshader is:
#version 450 core
layout( location = 0 ) in vec3 vx; // the vertex_buffer in modelspace
layout( location = 1 ) in vec4 vx_col; // color of each vertex
out vec4 fragment_color;
uniform mat4 mvp_mx;
uniform mat4 trans_mx;
void main()
{
gl_Position = mvp_mx * vec4( trans_mx * vec4( vx, 1.0f ) );
fragment_color = vx_col;
}
The translation works - but not between the draw calls. All chars are drawn at the same position. which is translated. For me it seems as if the translation matrix will not be updated. ??????
this is the code from the function that draws the chars
lg = strlen( str );
vao = sfs->vao;
_sys.mvp_mx = _sys.proj_mx * _sys.view_mx * vao->model_mx; // compute global mvp
sh_s = &__sh_list[ vao->shd_ind ]; // pointer to our shader_struct
sh_s->get_uniform_loc(); // get uniform locations for this shader
glBindVertexArray( vao->id ); // bind vao
glUseProgram( sh_s->prg_id ); // use the shader
for( c1 = 0; c1 < lg; c1++ )
{
sh_s->send_uniform(); // send uniforms to the shader
i_seg = &vao->ind_b->seg[ str[ c1 ] ]; // segment for this character
glDrawElements( i_seg->prim, i_seg->count, i_seg->type, ( void* )i_seg->offset );
_sys.trans_mx = glm::translate( glm::mat4( 1.0f ), glm::vec3( 10.0f, 0.0f, 0.0f ) );
}
glBindVertexArray( 0 ); // unbind vao
glUseProgram( 0 ); // unbind shader
The expression
for( c1 = 0; c1 < lg; c1++ )
{
.....
_sys.trans_mx = glm::translate(glm::mat4(1.0f), glm::vec3(10.0f, 0.0f, 0.0f));
}
will ongoing calculate the same matrix.
If you want to calculate a continuously changing matrix in the loop, then you have to continually change the matrix based on its current value:
for( c1 = 0; c1 < lg; c1++ )
{
.....
_sys.trans_mx = glm::translate(_sys.trans_mx, glm::vec3(10.0f, 0.0f, 0.0f));
}
Or you calculate the matrix dependent on the control variable of the loop
for( c1 = 0; c1 < lg; c1++ )
{
.....
_sys.trans_mx = glm::translate(glm::mat4(1.0f), glm::vec3(10.0f * c1, 0.0f, 0.0f));
}