我一直在关注LWJGLGameDev关于在https://lwjglgamedev.gitbooks.io/3d-game-development-with-lwjgl/content/找到的LWJGL的教程。我正在使用它的源代码,并且我的项目设置与他们的相同。一切似乎很好,直到我试图在第8章中运行教程中的代码,当渲染器尝试创建modelViewMatrix
制服时,它会抛出一个异常,它找不到统一的modelViewMatrix
。我是LWJGL和openGL的新手,所以我不完全了解发生了什么。先感谢您。以下是相关代码:
public class Renderer {
/**
* Field of View in Radians
*/
private static final float FOV = (float) Math.toRadians(60.0f);
private static final float Z_NEAR = 0.01f;
private static final float Z_FAR = 1000.f;
private final Transformation transformation;
private ShaderProgram shaderProgram;
public Renderer() {
transformation = new Transformation();
}
public void init(Window window) throws Exception {
// Create shader
shaderProgram = new ShaderProgram();
shaderProgram.createVertexShader(Utils.loadResource("/shaders/vertex.vs"));
shaderProgram.createFragmentShader(Utils.loadResource("/shaders/fragment.fs"));
shaderProgram.link();
// Create uniforms for modelView and projection matrices and texture
shaderProgram.createUniform("projectionMatrix");
shaderProgram.createUniform("texture_sampler");
shaderProgram.createUniform("modelViewMatrix");
}
public void clear() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
public void render(Window window, Camera camera, GameItem[] gameItems) {
clear();
if ( window.isResized() ) {
glViewport(0, 0, window.getWidth(), window.getHeight());
window.setResized(false);
}
shaderProgram.bind();
// Update projection Matrix
Matrix4f projectionMatrix = transformation.getProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR);
shaderProgram.setUniform("projectionMatrix", projectionMatrix);
// Update view Matrix
Matrix4f viewMatrix = transformation.getViewMatrix(camera);
shaderProgram.setUniform("texture_sampler", 0);
// Render each gameItem
for(GameItem gameItem : gameItems) {
// Set model view matrix for this item
Matrix4f modelViewMatrix = transformation.getModelViewMatrix(gameItem, viewMatrix);
shaderProgram.setUniform("modelViewMatrix", modelViewMatrix);
// Render the mes for this game item
gameItem.getMesh().render();
}
shaderProgram.unbind();
}
public void cleanup() {
if (shaderProgram != null) {
shaderProgram.cleanup();
}
}
}
ShaderProgram:
public class ShaderProgram {
private final int programId;
private int vertexShaderId;
private int fragmentShaderId;
private final Map<String, Integer> uniforms;
public ShaderProgram() throws Exception {
programId = glCreateProgram();
if (programId == 0) {
throw new Exception("Could not create Shader");
}
uniforms = new HashMap<>();
}
public void createUniform(String uniformName) throws Exception {
int uniformLocation = glGetUniformLocation(programId, uniformName);
if (uniformLocation < 0) {
throw new Exception("Could not find uniform:" + uniformName);
}
uniforms.put(uniformName, uniformLocation);
}
public void setUniform(String uniformName, Matrix4f value) {
try (MemoryStack stack = MemoryStack.stackPush()) {
// Dump the matrix into a float buffer
FloatBuffer fb = stack.mallocFloat(16);
value.get(fb);
glUniformMatrix4fv(uniforms.get(uniformName), false, fb);
}
}
public void setUniform(String uniformName, int value) {
glUniform1i(uniforms.get(uniformName), value);
}
public void createVertexShader(String shaderCode) throws Exception {
vertexShaderId = createShader(shaderCode, GL_VERTEX_SHADER);
}
public void createFragmentShader(String shaderCode) throws Exception {
fragmentShaderId = createShader(shaderCode, GL_FRAGMENT_SHADER);
}
protected int createShader(String shaderCode, int shaderType) throws Exception {
int shaderId = glCreateShader(shaderType);
if (shaderId == 0) {
throw new Exception("Error creating shader. Type: " + shaderType);
}
glShaderSource(shaderId, shaderCode);
glCompileShader(shaderId);
if (glGetShaderi(shaderId, GL_COMPILE_STATUS) == 0) {
throw new Exception("Error compiling Shader code: " + glGetShaderInfoLog(shaderId, 1024));
}
glAttachShader(programId, shaderId);
return shaderId;
}
public void link() throws Exception {
glLinkProgram(programId);
if (glGetProgrami(programId, GL_LINK_STATUS) == 0) {
throw new Exception("Error linking Shader code: " + glGetProgramInfoLog(programId, 1024));
}
if (vertexShaderId != 0) {
glDetachShader(programId, vertexShaderId);
}
if (fragmentShaderId != 0) {
glDetachShader(programId, fragmentShaderId);
}
glValidateProgram(programId);
if (glGetProgrami(programId, GL_VALIDATE_STATUS) == 0) {
System.err.println("Warning validating Shader code: " + glGetProgramInfoLog(programId, 1024));
}
}
public void bind() {
glUseProgram(programId);
}
public void unbind() {
glUseProgram(0);
}
public void cleanup() {
unbind();
if (programId != 0) {
glDeleteProgram(programId);
}
}
}
转型:
public class Transformation {
private final Matrix4f projectionMatrix;
private final Matrix4f modelViewMatrix;
private final Matrix4f viewMatrix;
public Transformation() {
projectionMatrix = new Matrix4f();
modelViewMatrix = new Matrix4f();
viewMatrix = new Matrix4f();
}
public final Matrix4f getProjectionMatrix(float fov, float width, float height, float zNear, float zFar) {
float aspectRatio = width / height;
projectionMatrix.identity();
projectionMatrix.perspective(fov, aspectRatio, zNear, zFar);
return projectionMatrix;
}
public Matrix4f getViewMatrix(Camera camera) {
Vector3f cameraPos = camera.getPosition();
Vector3f rotation = camera.getRotation();
viewMatrix.identity();
// First do the rotation so camera rotates over its position
viewMatrix.rotate((float)Math.toRadians(rotation.x), new Vector3f(1, 0, 0))
.rotate((float)Math.toRadians(rotation.y), new Vector3f(0, 1, 0));
// Then do the translation
viewMatrix.translate(-cameraPos.x, -cameraPos.y, -cameraPos.z);
return viewMatrix;
}
public Matrix4f getModelViewMatrix(GameItem gameItem, Matrix4f viewMatrix) {
Vector3f rotation = gameItem.getRotation();
modelViewMatrix.identity().translate(gameItem.getPosition()).
rotateX((float)Math.toRadians(-rotation.x)).
rotateY((float)Math.toRadians(-rotation.y)).
rotateZ((float)Math.toRadians(-rotation.z)).
scale(gameItem.getScale());
Matrix4f viewCurr = new Matrix4f(viewMatrix);
return viewCurr.mul(modelViewMatrix);
}
}
的Utils:
public class Utils {
public static String loadResource(String fileName) throws Exception {
String result;
try (InputStream in = Utils.class.getClass().getResourceAsStream(fileName);
Scanner scanner = new Scanner(in, "UTF-8")) {
result = scanner.useDelimiter("\\A").next();
}
return result;
}
}
GameItem:
公共类GameItem { 私人最终网格网;
private final Vector3f position;
private float scale;
private final Vector3f rotation;
public GameItem(Mesh mesh)
{
this.mesh=mesh;
position=new Vector3f(0,0,0);
scale=1;
rotation=new Vector3f(0,0,0);
}
public Vector3f getPosition()
{
return position;
}
public void setPosition(float x, float y, float z)
{
this.position.x=x;
this.position.y=y;
this.position.z=z;
}
public float getScale()
{
return scale;
}
public void setScale(float scale)
{
this.scale=scale;
}
public Vector3f getRotation()
{
return rotation;
}
public void setRotation(float x, float y, float z) {
this.rotation.x = x;
this.rotation.y = y;
this.rotation.z = z;
}
public Mesh getMesh() {
return mesh;
}
}
目数:
public class Mesh {
private final int vaoId;
private final List<Integer> vboIdList;
private final int vertexCount;
private final Texture texture;
public Mesh(float[] positions, float[] textCoords, int[] indices, Texture texture) {
FloatBuffer posBuffer = null;
FloatBuffer textCoordsBuffer = null;
IntBuffer indicesBuffer = null;
try {
this.texture = texture;
vertexCount = indices.length;
vboIdList = new ArrayList();
vaoId = glGenVertexArrays();
glBindVertexArray(vaoId);
// Position VBO
int vboId = glGenBuffers();
vboIdList.add(vboId);
posBuffer = MemoryUtil.memAllocFloat(positions.length);
posBuffer.put(positions).flip();
glBindBuffer(GL_ARRAY_BUFFER, vboId);
glBufferData(GL_ARRAY_BUFFER, posBuffer, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0);
// Texture coordinates VBO
vboId = glGenBuffers();
vboIdList.add(vboId);
textCoordsBuffer = MemoryUtil.memAllocFloat(textCoords.length);
textCoordsBuffer.put(textCoords).flip();
glBindBuffer(GL_ARRAY_BUFFER, vboId);
glBufferData(GL_ARRAY_BUFFER, textCoordsBuffer, GL_STATIC_DRAW);
glVertexAttribPointer(1, 2, GL_FLOAT, false, 0, 0);
// Index VBO
vboId = glGenBuffers();
vboIdList.add(vboId);
indicesBuffer = MemoryUtil.memAllocInt(indices.length);
indicesBuffer.put(indices).flip();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboId);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
} finally {
if (posBuffer != null) {
MemoryUtil.memFree(posBuffer);
}
if (textCoordsBuffer != null) {
MemoryUtil.memFree(textCoordsBuffer);
}
if (indicesBuffer != null) {
MemoryUtil.memFree(indicesBuffer);
}
}
}
public int getVaoId() {
return vaoId;
}
public int getVertexCount() {
return vertexCount;
}
public void render() {
// Activate firs texture bank
glActiveTexture(GL_TEXTURE0);
// Bind the texture
glBindTexture(GL_TEXTURE_2D, texture.getId());
// Draw the mesh
glBindVertexArray(getVaoId());
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glDrawElements(GL_TRIANGLES, getVertexCount(), GL_UNSIGNED_INT, 0);
// Restore state
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glBindVertexArray(0);
}
public void cleanUp() {
glDisableVertexAttribArray(0);
// Delete the VBOs
glBindBuffer(GL_ARRAY_BUFFER, 0);
for (int vboId : vboIdList) {
glDeleteBuffers(vboId);
}
// Delete the texture
texture.cleanup();
// Delete the VAO
glBindVertexArray(0);
glDeleteVertexArrays(vaoId);
}
}
窗口:
public class Window {
private final String title;
private int width;
private int height;
private long windowHandle;
private boolean resized;
private boolean vSync;
public Window(String title, int width, int height, boolean vSync) {
this.title = title;
this.width = width;
this.height = height;
this.vSync = vSync;
this.resized = false;
}
public void init() {
// Setup an error callback. The default implementation
// will print the error message in System.err.
GLFWErrorCallback.createPrint(System.err).set();
// Initialize GLFW. Most GLFW functions will not work before doing this.
if (!glfwInit()) {
throw new IllegalStateException("Unable to initialize GLFW");
}
glfwDefaultWindowHints(); // optional, the current window hints are already the default
glfwWindowHint(GLFW_VISIBLE, GL_FALSE); // the window will stay hidden after creation
glfwWindowHint(GLFW_RESIZABLE, GL_TRUE); // the window will be resizable
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
// Create the window
windowHandle = glfwCreateWindow(width, height, title, NULL, NULL);
if (windowHandle == NULL) {
throw new RuntimeException("Failed to create the GLFW window");
}
// Setup resize callback
glfwSetFramebufferSizeCallback(windowHandle, (window, width, height) -> {
this.width = width;
this.height = height;
this.setResized(true);
});
// Setup a key callback. It will be called every time a key is pressed, repeated or released.
glfwSetKeyCallback(windowHandle, (window, key, scancode, action, mods) -> {
if (key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE) {
glfwSetWindowShouldClose(window, true); // We will detect this in the rendering loop
}
});
// Get the resolution of the primary monitor
GLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
// Center our window
glfwSetWindowPos(
windowHandle,
(vidmode.width() - width) / 2,
(vidmode.height() - height) / 2
);
// Make the OpenGL context current
glfwMakeContextCurrent(windowHandle);
if (isvSync()) {
// Enable v-sync
glfwSwapInterval(1);
}
// Make the window visible
glfwShowWindow(windowHandle);
GL.createCapabilities();
// Set the clear color
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glEnable(GL_DEPTH_TEST);
}
public long getWindowHandle() {
return windowHandle;
}
public void setClearColor(float r, float g, float b, float alpha) {
glClearColor(r, g, b, alpha);
}
public boolean isKeyPressed(int keyCode) {
return glfwGetKey(windowHandle, keyCode) == GLFW_PRESS;
}
public boolean windowShouldClose() {
return glfwWindowShouldClose(windowHandle);
}
public String getTitle() {
return title;
}
public int getWidth() {
return width;
}
public int getHeight() {
return height;
}
public boolean isResized() {
return resized;
}
public void setResized(boolean resized) {
this.resized = resized;
}
public boolean isvSync() {
return vSync;
}
public void setvSync(boolean vSync) {
this.vSync = vSync;
}
public void update() {
glfwSwapBuffers(windowHandle);
glfwPollEvents();
}
}
答案 0 :(得分:-1)
没关系,问题是vertex.vs文件必须指定统一:
#version 330
layout (location=0) in vec3 position;
layout (location=1) in vec2 texCoord;
out vec2 outTexCoord;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
void main()
{
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
outTexCoord = texCoord;
}