I am new to OpenGL and I have been using The Red Book, and the Super Bible. In the SB, I have gotten to the section about using objects loaded from files. So far, I don't think I have a problem understanding what is going on and how to do it, but it got me thinking about making my own mesh within my own app--in essence, a modeling app. I have done a lot of searching through both of my references as well as the internet, and I have yet to find a nice tutorial about implementing such functionality into one's own App. I found an API that just provides this functionality, but I am trying to understand the implementation; not just the interface.
Thus far, I have created an "app" (I use this term lightly), that gives you a view that you can click in and add vertices. The vertices don't connect, just are just displayed where you click. My concern is that this method I stumbled upon while experimenting is not the way I should be implementing this process.
I am working on a Mac and using Objective-C and C in Xcode.
MyOpenGLView.m #import "MyOpenGLView.h"
@interface MyOpenGLView () {
NSTimer *_renderTimer
Gluint VAO, VBO;
GLuint totalVertices;
GLsizei bufferSize;
}
@end
@implementation MyOpenGLView
/* Set up OpenGL view with a context and pixelFormat with doubleBuffering */
/* NSTimer implementation */
- (void)drawS3DView {
currentTime = CACurrentMediaTime();
NSOpenGLContext *currentContext = self.openGLContext;
[currentContext makeCurrentContext];
CGLLockContext([currentContext CGLContextObj]);
const GLfloat color[] = {
sinf(currentTime * 0.2),
sinf(currentTime * 0.3),
cosf(currentTime * 0.4),
1.0
};
glClearBufferfv(GL_COLOR, 0, color);
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glPointSize(10);
glDrawArrays(GL_POINTS, 0, totalVertices);
CGLFlushDrawable([currentContext CGLContextObj]);
CGLUnlockContext([currentContext CGLContextObj]);
}
#pragma mark - User Interaction
- (void)mouseUp:(NSEvent *)theEvent {
NSPoint mouseLocation = [theEvent locationInWindow];
NSPoint mouseLocationInView = [self convertPoint:mouseLocation fromView:self];
GLfloat x = -1 + mouseLocationInView.x * 2/(GLfloat)self.bounds.size.width;
GLfloat y = -1 + mouseLocationInView.y * 2/(GLfloat)self.bounds.size.height;
NSOpenGLContext *currentContext = self.openGLContext;
[currentContext makeCurrentContext];
CGLLockContext([currentContext CGLContextObj]);
[_renderer addVertexWithLocationX:x locationY:y];
CGLUnlockContext([currentContext CGLContextObj]);
}
- (void)addVertexWithLocationX:(GLfloat)x locationY:(GLfloat)y {
glBindBuffer(GL_ARRAY_BUFFER, VBO);
GLfloat vertices[(totalVertices * 2) + 2];
glGetBufferSubData(GL_ARRAY_BUFFER, 0, (totalVertices * 2), vertices);
for (int i = 0; i < ((totalVertices * 2) + 2); i++) {
if (i == (totalVertices * 2)) {
vertices[i] = x;
} else if (i == (totalVertices * 2) + 1) {
vertices[i] = y;
}
}
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
totalVertices ++;
}
@end
The app is supposed take the location of the mouse click and provide it is a vertex location. With each added vertex, I first bind the VBO to make sure it is active. Next, I create a new array to hold my current vertex location's (totalVertices) plus space for one more vertex (+ 2 for x and y). Then I used glGetBufferSubData to bring the data back from the VBO and put it into this array. Using a for loop I add the X and Y numbers to the end of the array. Finally, I send this data back to the GPU into a VBO and call totalVertices++ so I know how many vertices I have in the array next time I want to add a vertex.
This brings me to my question: Am I doing this right? Put another way, should I be keeping a copy of the BufferData on the CPU side so that I don't have to call out to the GPU and have the data sent back for editing? In that way, I wouldn't call glGetBufferSubData, I would just create a bigger array, add the new vertex to the end, and then call glBufferData to realloc the VBO with the updated vertex data.
** I tried to include my thinking process so that someone like myself who is very inexperienced in programming can hopefully understand what I am trying to do. I don't want anyone to be offended by my explanations of what I did. **