尝试使用LWJGL使用OpenGL渲染三角形时遇到问题。 它什么都不做,既不渲染某些东西,也不抛出任何错误。 glClear()正在工作(如果我改变颜色,颜色会改变)。
您可以在此处找到GLIntercept日志: GLIntercept Log
这是我的OpenGL初始化代码:
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CW);
glEnable(GL_DEPTH_TEST);
glDepthMask(true);
glDepthFunc(GL_LEQUAL);
glDepthRange(0.0f, 1.0f);
glViewport(0, 0, 800, 600); // my display size
之后我绑定了着色器:
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader , vertexShaderCode);
glCompileShader(vertexShader );
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader , fragmentShader Code);
glCompileShader(fragmentShader);
int program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glBindAttribLocation(program, 0, "vert");
glLinkProgram(program);
glDetachShader(program, vertexShader);
glDetachShader(program, fragmentShader);
这是着色器:
colored.vert
#version 150
uniform mat4 camera;
uniform mat4 model;
uniform vec4 color;
in vec3 vert;
out vec4 fragColor;
void main() {
gl_Position = camera * model * vec4(vert, 1);
fragColor = color;
}
colored.frag
#version 150
in vec4 fragColor;
out vec4 finalColor;
void main() {
finalColor = fragColor;
}
然后我创建了vbo,ibo和vao:
// VBO
FloatBuffer vboBuffer = BufferUtils.createFloatBuffer(9);
vboBuffer.put(
0, 1, 0,
1, 0, 0,
-1, 0, 0);
vboBuffer.flip();
vbo = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, vboBuffer, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// IBO
ShortBuffer iboBuffer = BufferUtils.createShortBuffer(3);
iboBuffer.put(0, 1, 2);
iboBuffer.flip();
ibo = glGenBuffers();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, iboBuffer, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// VAO
vao = glGenVertexArrays();
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glEnableVertexAttribArray(glGetAttribLocation(program, "vert"));
glVertexAttribPointer(glGetAttribLocation(program, "vert"), 3, GL_FLOAT, false, 3 * Float.SIZE, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBindVertexArray(0);
我已根据Andon M. Coleman的建议改变了这一点,以配合核心资料:
它无法解决我的问题!
// IBO
ShortBuffer iboBuffer = BufferUtils.createShortBuffer(3);
iboBuffer.put(0, 1, 2);
iboBuffer.flip();
// VBO
FloatBuffer vboBuffer = BufferUtils.createFloatBuffer(9);
vboBuffer.put(
0, 1, 0,
1, 0, 0,
-1, 0, 0);
vboBuffer.flip();
// VAO
vao = glGenVertexArrays();
glBindVertexArray(vao);
ibo = glGenBuffers();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, iboBuffer, GL_STATIC_DRAW);
vbo = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, vboBuffer, GL_STATIC_DRAW);
glEnableVertexAttribArray(glGetAttribLocation(program, "vert"));
glVertexAttribPointer(glGetAttribLocation(program, "vert"), 3, GL_FLOAT, false, 3 * Float.SIZE, 0);
glBindVertexArray(0);
渲染前:
glUseProgram(program);
glUniform4f(glGetUniformLocation(program, "color"), colorR, colorG, colorB, colorA);
glUseProgram(0);
渲染:
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(program);
FloatBuffer cameraBuffer = BufferUtils.createFloatBuffer(16);
// a simple orthographic camera at the position (0|0|1)
// left: -1; right: 1; bottom: -1; top: 1; zNear: -1; zFar: 1
cameraBuffer.put(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, -1.0, 0.0,
0.0, 0.0, 1.0, 1.0);
cameraBuffer.flip();
glUniformMatrix4(glGetUniformLocation(program, "camera"), false, cameraBuffer);
FloatBuffer modelBuffer = BufferUtils.createFloatBuffer(16);
// no translation applied, so its an identity matrix
modelBuffer .put(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0);
modelBuffer.flip();
glUniformMatrix4(glGetUniformLocation(program, "model"), false, modelBuffer);
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, 0);
glBindVertexArray(0);
glUseProgram(0);
// check for OpenGL errors
int error_code = glGetError();
if(error_code != GL_NO_ERROR)
System.err.print("OpenGL Error: " + gluErrorString(error_code));
这是我按正确顺序执行的所有OpenGL命令。
GLIntercept日志: GLIntercept Log
答案 0 :(得分:1)
错误已解决。
问题是glVertexAttribPointer()
期望步幅以字节为单位,而Java中的Float.SIZE
则返回以位为单位的大小。
错:
glVertexAttribPointer(..., ..., ..., ..., 3 * Float.SIZE, ...);
右:
glVertexAttribPointer(..., ..., ..., ..., 3 * Float.SIZE / 8, ...);