I'm hoping to draw a 2D Grid within a finite space on the X axis using OpengGL 4.0.
I wish to use GLSL using vert/frag shaders etc for rending the light (making them appear).
It can be done with the simplest code using older OpenGL 2.0 methods but then of course it doesn't use lighting/shaders to colour them:
void Draw_Grid()
{
for(float i = -500; i <= 500; i += 5)
{
glBegin(GL_LINES);
glColor3ub(150, 190, 150);
glVertex3f(-500, 0, i);
glVertex3f(500, 0, i);
glVertex3f(i, 0,-500);
glVertex3f(i, 0, 500);
glEnd();
}
}
But I can'd find any tutorials other than this one which I don't understand well enough to convert from a graph to a simple 2D Grid in 3D space.
GLSL is not meant for doing things like that. GLSL is meant for writing shaders which:
GLSL isn't intended to be used for actually making draw calls. Yes, you can use shaders for procedural geometry generation, but you always start off with geometry and draw calls made on the client side.
Yes, you can use just shaders to generate your geometry...
glDrawArrays()
gl_VertexID
in the vertex shader orgl_PrimitiveID
in the geometry shader to procedurally generate your stuff.It can be faster exactly because there are no vertex attributes or input data. Not to mention the space saved and initialization time is next to nothing.
Here's an example of a vertex shader that draws a grid with
GL_TRIANGLES
:I did have some trouble drawing without VBOs bound on my ancient ATI card. This approach works fine on my Nvidia cards with new drivers. Discussed further here: Opengl, DrawArrays without binding VBO, where
glDrawArraysInstanced
/gl_InstanceID
is suggested as an alternative.A further note. I've noticed modulo
%
arithmetic can be a little slow in some cases. Using simpler bitwise operations or other tricks may speed things up.