I'm creating default VAO and one VBO, and bind them. I'm loading model data to the array of structs vertex_data_t
glBufferData(GL_ARRAY_BUFFER, nvertices * sizeof(vertex_data_t), vertices, GL_STATIC_DRAW);
Then in draw function i do:
glBindVertexArray(vao);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(vertex_data_t), (const GLvoid *)offsetof(vertex_data_t, position));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_TRUE, sizeof(vertex_data_t), (const GLvoid *)offsetof(vertex_data_t, position));
glBindVertexArray(0);
glDrawArrays(GL_TRIANGLES, 0, nvertices);
I'm getting nice, shaded Suzanne:
https://i.sstatic.net/uRjpv.png
However, this is wrong! Last argument of glVertexAttribPointer for normal attribute should be 12 aka (const GLvoid *)offsetof(vertex_data_t, normal), but when I do so my Suzanne is broken:
https://i.sstatic.net/zBjTS.png
How is it possible? How does shader know an offset to the normal?
Vertex shader:
attribute vec3 vertex;
attribute vec3 normal;
uniform vec4 ambient_color;
uniform vec4 diffuse_color;
uniform vec3 light_position;
uniform mat3 normal_matrix;
uniform mat4 model_view_matrix;
uniform mat4 model_view_projection_matrix;
varying vec4 varying_color;
void main(void) {
vec4 vertex4 = vec4(vertex.x, vertex.y, vertex.z, 1.0);
vec3 eye_normal = normal_matrix * normal;
vec4 position4 = model_view_matrix * vertex4;
vec3 position3 = position4.xyz / position4.w;
vec3 light_direction = normalize(light_position - position3);
float diffuse = max(0.0, dot(eye_normal, light_direction));
varying_color.rgb = diffuse * diffuse_color.rgb;
varying_color.a = diffuse_color.a;
varying_color += ambient_color;
gl_Position = model_view_projection_matrix * vertex4;
}
I think you miss something like:
glBindAttribLocation(progId, 0, "vertex");
glBindAttribLocation(progId, 1, "normal");