I want to draw points using opengl shader. Now my code using glvertex3f(pos.x, pos.y, pos.z) but when too many point to draw using it, it slow. So I want to using shader and glDrawarrays. But its not work. please check my code.
original code :
for (const auto lm : landmarks) {
const openvslam::Vec3_t pos_w = lm->get_pos_in_world();
glColor3ub(lm->color_[0], lm->color_[1], lm->color_[2]);
glVertex3f(pos_w.cast<float>().eval().x(),pos_w.cast<float>().eval().y(), pos_w.cast<float>().eval().z());
}
my code :
for (const auto lm : landmarks) {
const openvslam::Vec3_t pos_w = lm->get_pos_in_world();
int buffer_size = local_landmarks.size();
glGenBuffers(2, buffers_);
glBindBuffer(GL_ARRAY_BUFFER, buffers_[0]);
glm::vec3 pos_pt = glm::vec3(pos_w.cast<float>().eval().x(),pos_w.cast<float>().eval().y(), pos_w.cast<float>().eval().z());
glBufferData(GL_ARRAY_BUFFER, 3*buffer_size*sizeof(float), &pos_pt , GL_DYNAMIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, buffers_[1]);
glm::vec3 color_pt = glm::vec3(lm->color_[0], lm->color_[1], lm->color_[2]);
glBufferData(GL_ARRAY_BUFFER, buffer_size*3*sizeof(float), &color_pt, GL_DYNAMIC_DRAW);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(1);
Eigen::Matrix4f mvp = s_cam_shader_opengl->GetProjectionModelViewMatrix();
//Eigen::Matrix4f mvp = s_cam_shader_opengl->GetProjectionMatrix() * s_cam_shader_opengl->GetModelViewMatrix();
glUniformMatrix4fv(mvp_location, 1, GL_FALSE, mvp.data());
glPointSize(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDrawArrays(GL_POINTS, 0, 3*num);
}
vertex shader
#version 460
uniform mat4 mvpMat;
layout (location = 0) in vec3 test_position;
layout (location = 1) in vec3 test_color;
out vec3 colorr;
void main(void){
colorr = test_color;
gl_Position = vec4(test_position,1.0);
}
fragment shader
#version 460
uniform mat4 mvpMat;
in vec3 colorr;
out vec4 frag_color;
void main(void) {
frag_color = vec4(colorr, 1.0);
}
////////////////////////////////////////////////////////////////////////
+edit
I update code but it said segmentation error. Whats problem?
struct TLandmarkData
{
glm::vec3 pos;
glm::vec3 color;
};
using TLandmarks = std::vector<TLandmarkData>;
TLandmarks landmarks_;
...
code
...
glUseProgram(points_program_);
while(){
...
for (const auto lm : landmarks) {
TLandmarkData aaa;
glm::vec3 pos_pt = glm::vec3(pos_w.cast<float>().eval().x(),pos_w.cast<float>().eval().y(), pos_w.cast<float>().eval().z());
glm::vec3 color_pt = glm::vec3(lm->color_[0], lm->color_[1], lm->color_[2]);
aaa.pos = pos_pt;
aaa.color = color_pt;
landmarks_.push_back(aaa);
}
...
GLuint vbo_;
GLuint vao_;
glGenBuffers(1, &vbo_);
glBindBuffer(GL_ARRAY_BUFFER, vbo_);
glBufferData(GL_ARRAY_BUFFER, landmarks_.size()*sizeof(*landmarks_.data()), landmarks_.data(), GL_STATIC_DRAW);
glGenVertexArrays(1, &vao_);
glBindVertexArray(vao_);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(TLandmarkData), 0);
glEnableVertexAttribArray( 0 );
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(TLandmarkData), (void*)(sizeof(glm::vec3)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDrawArrays(GL_POINTS, 0, landmarks_.size());
}
vertex shader
#version 460
layout (location = 0) in vec3 test_position;
layout (location = 1) in vec3 test_color;
out vec3 colorr;
void main(void){
colorr = test_color;
gl_Position = vec4(test_position,1.0);
}
fragment shader
#version 460
in vec3 colorr;
out vec4 frag_color;
void main(void) {
frag_color = vec4(colorr, 1.0);
}
+