Showing posts with label vbo. Show all posts
Showing posts with label vbo. Show all posts

Wednesday, 22 July 2009

Wavefront .OBJ files & Vertex Buffer Objects


OBJ files are handy for many reasons:
  • they're text files
  • well documented
  • easy to parse
  • and many professional softwares can export them

This is why they are so popular as standard files for 3D graphics.

Their structure is basically a (long) list of vectors definitions (spatial, normals, texture coordinates, and so on) followed by a (long) list of structures defining faces. What are faces? Faces are tuples of indexes, which point specific vertexes, normals and texture coordinate in the previous lists. At least three vertexes are needed for each face, because it forms a triangle, that is the smaller polygon we can create.

Why is this needed? Well, because a single vertex could be shared by many faces (=polygons). That's important in real-time 3D programming, because avoiding redundancy is good for performances!

This is the very same idea behind OpenGL's indexed vertex arrays: rather than sending to the video card a list of vertexes, normals and texture coordinates (the so called immediate mode) we prepare a couple of arrays filled with informations, and another array of indexes which tell OpenGL what vertex use in a certain primitive.

Sounds good, uh? Well, there is a couple of drawbacks actually.

The biggest is that every index points simultaneously at vertex, normals and texture arrays! For instance, if our first index is "1", that face points vertex[1], normal[1] and texture_coord[1]. That's a real nightmare, because there's no ensurance that our modeling softwares will produce .OBJ files featuring correctly ordered lists! Moreover, there's often a few of vertexes (which are often shared by many faces) and lot of normals!

So what?? Well, OpenGL does not aid us in any way: you gotta solve with your hands. My solution is the following:
  • parse the OBJ file, loading vertexes, normals, and faces;
  • from faces, create a definitive vertex index and a temporary arrays for normals and textures coordinates;
  • for each i in number_of_indexes do
    definitive_normal_array[ index_array[i] ] :=
    Temporary_normals_array[ TemporaryNormalIndexes[i] ]
And there you go, you have correct normals bound to the right vertex. You could even have time for re-normalizing them, if they aren't.

The most interesting way for drawing this series of arrays is the use of Vertex Buffer Objects (VBO). They're similar to the indexed vertex arrays, but have interesting features... like dropping geometries in the fastest video card memory and use it! The boost of performances is impressive, and they are easy enough to deal with.

My PLTmesh::Draw() method is this:

// PLT_VBOnames are references to the VBOS - see glGenBuffers()

glEnableClientState(GL_NORMAL_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, PLT_VBOnames[2]);
glNormalPointer(GL_FLOAT, 0, NULL);

glEnableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, PLT_VBOnames[0]);
glVertexPointer(3, GL_FLOAT, 0, (char *) NULL );

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, PLT_VBOnames[1]);

glDrawElements(GL_TRIANGLES, this->IndexesArray.size(), GL_UNSIGNED_INT, (GLvoid*)((char*)NULL));

glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);

glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
Quite simple and clear! :)

Wednesday, 20 August 2008

Uncomfortable

Summer and CG don't meet: my warfare computer resists a couple of minutes and then hangs up.

I'm working on my trusty notebook now, but the SiS graphics card is resulting a major pain in the ass:
  • warning: OpenGL VBOs not supported
  • warning: OpenGL shading language not supported
God! Any facility that should help me out to work on shadow mapping is not present on this machine. It's like programming in late 90s. By the way, it could tactical for me: willing or not I'm forced to develop an engine whose performances could be tweaked later, by using advanced functionalities.

There's, anyway, a couple (of thousands) of opened issues to fix before "popping champagne". For instance, why the hell reading depth buffer with glReadPixels() and putting it into the frame buffer (as luminance) using glDrawPixels() does not work? I'm surely missing something... but what?!