I do not understand how this main function works. I have a display function, which uses glDrawArrays, but I do not see it being called. I only see it being used as a parameter for glutDisplayFunction.
Here is my main:
int main(int argc, char** argv){
// Set up the window
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB);
glutInitWindowSize(800, 600);
glutCreateWindow("Hello Triangle");
// Tell glut where the display function is
glutDisplayFunc(display);
// A call to glewInit() must be done after glut is initialized!
GLenum res = glewInit();
// Check for any errors
if (res != GLEW_OK) {
fprintf(stderr, "Error: '%s'\n", glewGetErrorString(res));
return 1;
}
// Set up your objects and shaders
init();
// Begin infinite event loop
glutMainLoop();
return 0;
}
The problem is, I need to create two different triangles, on the same window, using seperate VAOs and VBOs. I've created the seperate VAO and VBO for my second triangle. However, I do not see how I am meant to generate and link my buffers, draw my arrays, switch to my second buffer, and draw those arrays, when I do not even know when my display function is being called.
My display function looks like this:
void display(){
glClear(GL_COLOR_BUFFER_BIT);
// NB: Make the call to draw the geometry in the currently activated vertex buffer. This is where the GPU starts to work!
glDrawArrays(GL_TRIANGLES, 0, 3);
glutSwapBuffers();
}
All operations could be done in separate function named asyouwant called from main example:
#include <GL/glut.h>
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE);
glutInitWindowSize(300, 300);
glutInitWindowPosition(100, 100);
glutCreateWindow("Hello world :D");
glutDisplayFunc(displayMe); // = > draw in displayme function
glutMainLoop();
return 0;
}
void displayMe(void)
{
glClear(GL_COLOR_BUFFER_BIT);
glBegin(GL_POLYGON);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(0.5, 0.0, 0.0);
glVertex3f(0.5, 0.5, 0.0);
glVertex3f(0.0, 0.5, 0.0);
glEnd();
// a second geoform
glBegin(GL_POLYGON);
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(-0.5, 0.0, 0.0);
glVertex3f(-0.5, -0.5, 0.0);
glVertex3f(0.0, -0.5, 0.0);
glEnd();
glFlush();
}
As complement: for VAO and buffer 1- Init (declare VAO , declare buffer of vertices, ...)
GLuint VaoID;
glGenVertexArrays(1, &VaoID);
glBindVertexArray(VaoID);
// An array of 3 vectors which represents 3 vertices
static const GLfloat g_vertex_buffer_data[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
};
Once time only
// This will identify our vertex buffer
GLuint vertexbuffer;
// Generate 1 buffer, put the resulting identifier in vertexbuffer
glGenBuffers(1, &vertexbuffer);
// The following commands will talk about our 'vertexbuffer' buffer
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
// Give our vertices to OpenGL.
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
2- Use it (bind and draw in display fucntion)
// 1st attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// Draw the triangle !
glDrawArrays(GL_TRIANGLES, 0, 3); // Starting from vertex 0; 3 vertices total -> 1 triangle
glDisableVertexAttribArray(0);