简单的LWJGL程序什么都不显示

时间:2013-04-27 11:35:37

标签: java opengl lwjgl

我给了Archsynthetics'引物和 Hello三角章节,并决定使用LWJGL。当我第一次尝试后没有在屏幕上显示任何内容时,我再次尝试从另一个GL 3.x tutorial移植一些C ++代码,但无济于事。

据我所知,我将所有部件放在一起,但屏幕仍然是黑色的。我理解这些概念,但我确信我在这里缺少一些简单的东西。

我尽可能地减少了这一点。请注意,以下类使用this shader helper,并且我可以告诉它按预期工作(除了缺少错误检查 - 但是,我确保着色器编译)。

public class HelloTriangle31 {
    public static void main(String[] args) throws LWJGLException, InterruptedException, IOException
    {
        // Setup display mode (size)
        Display.setDisplayMode(new DisplayMode(800, 600));

        // Set context settings
        //  Basically forces 3.1
        ContextAttribs contextAttributes = new ContextAttribs(3, 2)
        .withForwardCompatible(true)
        .withProfileCompatibility(false)
        .withProfileCore(true);
        Display.create(new PixelFormat(), contextAttributes);
        Display.setResizable(false);
        Display.setVSyncEnabled(true);

        // Log some stuff
        System.out.println("OpenGL version: " + GL11.glGetString(GL11.GL_VERSION));     

        // Setup
    String vertexStr = readEntireFile(new File("vertex32.gl"));
    int vertexID = ShaderUtils.makeShader(vertexStr, GL20.GL_VERTEX_SHADER);
    String fragStr = readEntireFile(new File("fragment32.gl"));
    int fragID = ShaderUtils.makeShader(fragStr, GL20.GL_FRAGMENT_SHADER);
    int program = GL20.glCreateProgram();
        GL20.glAttachShader(program, vertexID);
        GL20.glAttachShader(program, fragID);
        GL20.glBindAttribLocation(program, 0, "in_Position");
        GL20.glBindAttribLocation(program, 1, "in_Color");
        GL20.glLinkProgram(program);

        FloatBuffer vertexFloats = BufferUtils.createFloatBuffer(9);
        assert(vertexFloats.capacity() == 9);
        vertexFloats.put(new float[]{
            -0.3f, 0.5f, 0f,
            -0.8f, -0.5f, 0f,
            0.2f, -0.5f, 0f
        });

        FloatBuffer colorFloats = BufferUtils.createFloatBuffer(9);
        assert(colorFloats.capacity() == 9);
        colorFloats.put(new float[]{
            1.0f, 0.0f, 0.0f,
            0.0f, 1.0f, 0.0f,
            0.0f, 0.0f, 1.0f
        });

        IntBuffer vertexArrayInts = BufferUtils.createIntBuffer(1);
        assert(vertexArrayInts.capacity() == 1);
        GL30.glGenVertexArrays(vertexArrayInts);
        GL30.glBindVertexArray(vertexArrayInts.get(0));

        IntBuffer vertexBufferInts = BufferUtils.createIntBuffer(2);
        assert(vertexBufferInts.capacity() == 2);
        GL15.glGenBuffers(vertexBufferInts);

        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vertexBufferInts.get(0));
        GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertexFloats, GL15.GL_STATIC_DRAW);
        GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 0, 0);
        GL20.glEnableVertexAttribArray(0);

        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vertexBufferInts.get(1));
        GL15.glBufferData(GL15.GL_ARRAY_BUFFER, colorFloats, GL15.GL_STATIC_DRAW);
        GL20.glVertexAttribPointer(1, 3, GL11.GL_FLOAT, false, 0, 0);
        GL20.glEnableVertexAttribArray(1);

        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
        GL30.glBindVertexArray(0);

        GL11.glViewport(0, 0, 800, 600);

        GL20.glUseProgram(program);

        // Main loop
        while(!Display.isCloseRequested())
        {
            GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
            GL30.glBindVertexArray(vertexArrayInts.get(0));
            GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, 3);
            GL30.glBindVertexArray(0);

            Display.update();
        }

        Display.destroy();
    }

    private static String readEntireFile(File file) throws IOException
    {
        // Open input stream
        FileInputStream fis = new FileInputStream(file);
        try
        {
            byte[] buffer = new byte[(int) file.length()];
            int len = fis.read(buffer);
            return new String(buffer, 0, len);
        }finally{
            if(fis != null) fis.close();
        }
    }
}

vertex32.gl

#version 140

in  vec3 in_Position;
in  vec3 in_Color;
out vec3 ex_Color;

void main(void)
{
        gl_Position = vec4(in_Position, 1.0);
        ex_Color = in_Color;
}

fragment32.gl

#version 140

precision highp float; // needed only for version 1.30

in  vec3 ex_Color;
out vec4 out_Color;

void main(void)
{
        out_Color = vec4(ex_Color,1.0);
}

我没有看到我出错的地方。没有错误,唯一的输出是版本字符串(正确显示OpenGL 3.2 - ,我尝试过使用和不使用任何类型的显式上下文属性)。

在我所遵循的所有教程中,让我感到奇怪的是,没有使用例如glOrtho设置投影矩阵。我在LWJGL(使用GL 1.1功能)中有应用程序可以正常使用glOrtho,但现在我正在尝试升级/重新基础/改进我的GL知识我回到了第一个方向。

我错过了什么?

编辑:定义VM参数-Dorg.lwjgl.util.Debug=true会产生:

[LWJGL] Initial mode: 1920 x 1080 x 32 @60Hz
[LWJGL] MemoryUtil Accessor: AccessorUnsafe
[LWJGL] GL_ARB_gpu_shader_fp64 was reported as available but an entry point is missing
[LWJGL] GL_ARB_shader_subroutine was reported as available but an entry point is missing
[LWJGL] GL_ARB_vertex_attrib_64bit was reported as available but an entry point is missing
OpenGL version: 3.2.0

1 个答案:

答案 0 :(得分:0)

我没有看到告诉OpenGL的部分in_Position是属性0而in_Color是属性1.有问题的教程使用layout(location)语法进行着色器。

如果您不能或不会使用该语法,则需要在链接着色器之前使用glBindAttribLocation calls 进行此操作。