我只是复制粘贴了来自this tutorial的LWJGL维基上的代码,为了您的方便,我现在将其粘贴在这里。
import org.lwjgl.BufferUtils;
import org.lwjgl.LWJGLException;
import org.lwjgl.opengl.*;
import org.lwjgl.util.glu.GLU;
import java.nio.FloatBuffer;
public class TheQuadExampleDrawArrays {
// Entry point for the application
public static void main(String[] args) {
new TheQuadExampleDrawArrays();
}
// Setup variables
private final String WINDOW_TITLE = "The Quad: glDrawArrays";
private final int WIDTH = 320;
private final int HEIGHT = 240;
// Quad variables
private int vaoId = 0;
private int vboId = 0;
private int vertexCount = 0;
public TheQuadExampleDrawArrays() {
// Initialize OpenGL (Display)
this.setupOpenGL();
this.setupQuad();
while (!Display.isCloseRequested()) {
// Do a single loop (logic/render)
this.loopCycle();
// Force a maximum FPS of about 60
Display.sync(60);
// Let the CPU synchronize with the GPU if GPU is tagging behind
Display.update();
}
// Destroy OpenGL (Display)
this.destroyOpenGL();
}
public void setupOpenGL() {
// Setup an OpenGL context with API version 3.2
try {
PixelFormat pixelFormat = new PixelFormat();
ContextAttribs contextAtrributes = new ContextAttribs(3, 2)
.withForwardCompatible(true)
.withProfileCore(true);
Display.setDisplayMode(new DisplayMode(WIDTH, HEIGHT));
Display.setTitle(WINDOW_TITLE);
Display.create(pixelFormat, contextAtrributes);
GL11.glViewport(0, 0, WIDTH, HEIGHT);
} catch (LWJGLException e) {
e.printStackTrace();
System.exit(-1);
}
// Setup an XNA like background color
GL11.glClearColor(0.4f, 0.6f, 0.9f, 0f);
// Map the internal OpenGL coordinate system to the entire screen
GL11.glViewport(0, 0, WIDTH, HEIGHT);
this.exitOnGLError("Error in setupOpenGL");
}
public void setupQuad() {
// OpenGL expects vertices to be defined counter clockwise by default
float[] vertices = {
// Left bottom triangle
-0.5f, 0.5f, 0f,
-0.5f, -0.5f, 0f,
0.5f, -0.5f, 0f,
// Right top triangle
0.5f, -0.5f, 0f,
0.5f, 0.5f, 0f,
-0.5f, 0.5f, 0f
};
// Sending data to OpenGL requires the usage of (flipped) byte buffers
FloatBuffer verticesBuffer = BufferUtils.createFloatBuffer(vertices.length);
verticesBuffer.put(vertices);
verticesBuffer.flip();
vertexCount = 6;
// Create a new Vertex Array Object in memory and select it (bind)
// A VAO can have up to 16 attributes (VBO's) assigned to it by default
vaoId = GL30.glGenVertexArrays();
GL30.glBindVertexArray(vaoId);
// Create a new Vertex Buffer Object in memory and select it (bind)
// A VBO is a collection of Vectors which in this case resemble the location of each vertex.
vboId = GL15.glGenBuffers();
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboId);
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, verticesBuffer, GL15.GL_STATIC_DRAW);
// Put the VBO in the attributes list at index 0
GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 0, 0);
// Deselect (bind to 0) the VBO
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
// Deselect (bind to 0) the VAO
GL30.glBindVertexArray(0);
this.exitOnGLError("Error in setupQuad");
}
public void loopCycle() {
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
// Bind to the VAO that has all the information about the quad vertices
GL30.glBindVertexArray(vaoId);
GL20.glEnableVertexAttribArray(0);
// Draw the vertices
GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertexCount);
/**
* !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
* I found that the GL_INVALID_OPERATION flag was being raised here,
* at the call to glDrawArrays().
* !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
*/
// Put everything back to default (deselect)
GL20.glDisableVertexAttribArray(0);
GL30.glBindVertexArray(0);
this.exitOnGLError("Error in loopCycle");
}
public void destroyOpenGL() {
// Disable the VBO index from the VAO attributes list
GL20.glDisableVertexAttribArray(0);
// Delete the VBO
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
GL15.glDeleteBuffers(vboId);
// Delete the VAO
GL30.glBindVertexArray(0);
GL30.glDeleteVertexArrays(vaoId);
Display.destroy();
}
public void exitOnGLError(String errorMessage) {
int errorValue = GL11.glGetError();
if (errorValue != GL11.GL_NO_ERROR) {
String errorString = GLU.gluErrorString(errorValue);
System.err.println("ERROR - " + errorMessage + ": " + errorString);
if (Display.isCreated()) Display.destroy();
System.exit(-1);
}
}
}
当我运行它时,它抛出了一个错误
ERROR - Error in loopCycle: Invalid operation
我将其缩小到glDrawArrays()
方法中对loopCycle()
的调用,然后点击谷歌找出可能意味着什么,并发现this SO question,其中列出了整整可能的原因(为方便起见,这里列出)。
GL_INVALID_OPERATION
绑定并且当前映射了缓冲区对象的数据存储,则会生成 GL_DRAW_INDIRECT_BUFFER
。
GL_INVALID_OPERATION
和相应的glDrawArrays
之间执行glBegin
,则会生成 glEnd
。
GL_INVALID_OPERATION
将由glDrawArrays
或glDrawElements
生成,如果当前程序对象中的任何两个活动采样器具有不同类型,但引用相同的纹理图像单元。
GL_INVALID_OPERATION
。
GL_INVALID_OPERATION
并且没有曲面细分控件着色器处于活动状态,则会生成 GL_PATCHES
。
GL_INVALID_OPERATION
,这将导致超出任何缓冲区对象大小的限制,或超出结束位置偏移+ size - 1,由glBindBufferRange
设置。
GL_INVALID_OPERATION
由glDrawArrays()
生成,如果没有几何着色器,则转换反馈处于活动状态且模式不是允许的模式之一。
GL_INVALID_OPERATION
由glDrawArrays()
生成,如果存在几何着色器,则变换反馈处于活动状态,并且几何着色器的输出基本类型与变换反馈primitiveMode不匹配。
GL_INVALID_OPERATION
。
GL_INVALID_OPERATION
,并且绑定到变换反馈绑定点的缓冲区也绑定到数组缓冲区绑定点。
这些对我来说没有任何意义,经过相当长的时间阅读它们之后,我就无法找到这段代码的错误。如果有人比我更了解这个,请指出GL_INVALID_OPERATION
旗帜被提出的原因吗?
答案 0 :(得分:2)
项目9.看起来您没有绑定着色器程序。
您正在使用核心配置文件创建上下文:
ContextAttribs contextAtrributes = new ContextAttribs(3, 2)
.withForwardCompatible(true)
.withProfileCore(true);
使用核心配置文件,您需要提供着色器程序。您通常会在GLSL中至少编写一个顶点和一个片段着色器,然后使用以下调用来构建和绑定着色器程序:
glCreateShader
glShaderSource
glCompileShader
glCreateProgram
glAttachShader
glLinkProgram
glUseProgram