Search code examples
c#openglvboopentkvao

Updating bufferarray every frame OpenTK


I am drawing an object in OpenTK that keeps changing position in each frame. For now, I keep changing the position array and buffering the new data by calling GL.BufferData. Is there a way where I can update or map to one buffer array without making a new one in every frame? I noticed that I eventually get Out Of Memory exception.

private void Drawobject(Vector3 cursorPos)
{           
    float[] cursors = new float[] { cursorPos.X-0.01f , cursorPos.Y-0.01f - 0.2f, cursorPos.Z, cursorPos.X-0.01f, cursorPos.Y-0.01f + 0.2f, cursorPos.Z, cursorPos.X-0.01f - 0.2f, cursorPos.Y-0.01f, cursorPos.Z, cursorPos.X-0.01f + 0.2f, cursorPos.Y-0.01f, cursorPos.Z };
    int VertexBufferCursor, _vao;
    VertexBufferCursor = GL.GenBuffer();
    GL.BindBuffer(BufferTarget.ArrayBuffer, VertexBufferCursor);
    GL.BufferData(BufferTarget.ArrayBuffer, cursors.Count() * sizeof(float), cursors, BufferUsageHint.StaticDraw);
    _vao = GL.GenVertexArray();
    GL.BindVertexArray(_vao);
    GL.EnableVertexAttribArray(0);
    GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 3 * sizeof(float), 0);
    GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
    GL.BindVertexArray(0);
    shader4.Use();
    GL.BindVertexArray(_vao);
    GL.DrawArrays(PrimitiveType.Lines, 0, 4);
    GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
    GL.BindVertexArray(0);
}

protected override void OnRenderFrame(FrameEventArgs e)
{
    Drawobject(currentMousePos);
} 

Solution

  • Create the Vertex Array Object and the Vertex Buffer Object once at initialization:

    private int VertexBufferCursor;
    private int _vao;
    
    private void Init(Vector3 cursorPos)
    {           
        float[] cursors = new float[] { cursorPos.X-0.01f , cursorPos.Y-0.01f - 0.2f, cursorPos.Z, cursorPos.X-0.01f, cursorPos.Y-0.01f + 0.2f, cursorPos.Z, cursorPos.X-0.01f - 0.2f, cursorPos.Y-0.01f, cursorPos.Z, cursorPos.X-0.01f + 0.2f, cursorPos.Y-0.01f, cursorPos.Z };
        VertexBufferCursor = GL.GenBuffer();
        GL.BindBuffer(BufferTarget.ArrayBuffer, VertexBufferCursor);
        GL.BufferData(BufferTarget.ArrayBuffer, cursors.Count() * sizeof(float), cursors, BufferUsageHint.StaticDraw);
        _vao = GL.GenVertexArray();
        GL.BindVertexArray(_vao);
        GL.EnableVertexAttribArray(0);
        GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 3 * sizeof(float), 0);
        GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
        GL.BindVertexArray(0);
        GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
    }
    

    Update the buffer in every frame by glBufferSubData:

    private void Drawobject(Vector3 cursorPos)
    {           
        float[] cursors = new float[] { cursorPos.X-0.01f , cursorPos.Y-0.01f - 0.2f, cursorPos.Z, cursorPos.X-0.01f, cursorPos.Y-0.01f + 0.2f, cursorPos.Z, cursorPos.X-0.01f - 0.2f, cursorPos.Y-0.01f, cursorPos.Z, cursorPos.X-0.01f + 0.2f, cursorPos.Y-0.01f, cursorPos.Z };
    
        GL.BindBuffer(BufferTarget.ArrayBuffer, VertexBufferCursor);
        GL.BufferSubData(BufferTarget.ArrayBuffer, IntPtr.Zero, cursors.Count() * sizeof(float), cursors);
        GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
    
        shader4.Use();
        GL.BindVertexArray(_vao);
        GL.DrawArrays(PrimitiveType.Lines, 0, 4);
        GL.BindVertexArray(0);
    }