My model looks stretched because of corrupted data in vertex shader attribute location
Here's the vertex shader code:
#version 330 core
layout (location = 0) in vec3 vertPos;
layout (location = 1) in vec3 vertNormal;
layout (location = 2) in vec2 texCoord;
layout (location = 3) in vec4 boneWeigths;
layout (location = 4) in ivec4 boneIDs;
out vec3 vNormal;
out vec3 fragPos;
out vec2 fragTexCoord;
const int MAX_BONES = 100;
uniform mat4 MVP;
uniform mat4 M;
uniform mat4 boneTransforms[MAX_BONES];
void main()
{
mat4 boneTx = boneTransforms[boneIDs[0]] * boneWeigths[0]
+ boneTransforms[boneIDs[1]] * boneWeigths[1]
+ boneTransforms[boneIDs[2]] * boneWeigths[2]
+ boneTransforms[boneIDs[3]] * boneWeigths[3];
vec4 pos = boneTx * vec4(vertPos, 1.0f);
gl_Position = MVP * pos;
vec4 normal = boneTx * vec4(vertNormal, 0.0f);
vNormal = normalize(vec3(M * normal));
fragPos = vec3(M * pos);
fragTexCoord = vec2(texCoord.x, texCoord.y);
}
The problem seems to be corrupted data in boneIDs (boneIDs data is fine on CPU, but getting corrupted data in shader). I tried hard-coding boneIDs data in shader, and that works fine.
Here's the code for VAO:
// create buffers/arrays
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
// load data into vertex buffers
glBindBuffer(GL_ARRAY_BUFFER, VBO);
unsigned int sz = sizeof(BoneVertex);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(BoneVertex), &vertices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
// set the vertex attribute pointers
// vertex Positions
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(BoneVertex), (void*)0);
// vertex normals
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(BoneVertex), (void*)(3 * sizeof(float)));
// vertex texture coords
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(BoneVertex), (void*)(6 * sizeof(float)));
// bone weights
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(BoneVertex), (void*)(8 * sizeof(float)));
// bone ids
glEnableVertexAttribArray(4);
glVertexAttribPointer(4, 4, GL_INT, GL_FALSE, sizeof(BoneVertex), (void*)(12 * sizeof(float)));
glBindVertexArray(0);
BoneVertex structure:
struct BoneVertex
{
glm::vec3 position;
glm::vec3 normal;
glm::vec2 textureCoords;
glm::vec4 boneWeights;
glm::ivec4 boneIDs;
}
This is weird, because the first 3 attributes data seems fine. The problem is with boneIDs and boneWeights Is this somehow related to padding, and how data is arranged in a structure? Or am I missing something else?
Thanks