我最近决定重新访问一些LWJGL渲染代码,我使用基于LWJGL wiki教程的索引VBO编写。一切都在我的桌面计算机上按预期工作,但当我切换到我的学校笔记本电脑时,它拒绝渲染任何内容。
我有以下渲染代码:
GL20.glUseProgram(PID); System.out.println(" NO Error?" +(GL11.glGetError()== GL11.GL_NO_ERROR));
// Bind to the VAO that has all the information about the vertices and colors
GL30.glBindVertexArray(vaoId);
GL20.glEnableVertexAttribArray(0);
GL20.glEnableVertexAttribArray(1);
System.out.println("NO Error? " + (GL11.glGetError() == GL11.GL_NO_ERROR));
// Bind to the index VBO that has all the information about the order of the vertices
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboiId);
// Draw the vertices
GL11.glDrawElements(GL11.GL_TRIANGLES, indicesCount, GL11.GL_UNSIGNED_INT, 0);
System.out.println("NO Error? " + (GL11.glGetError() == GL11.GL_NO_ERROR));
// Put everything back to default (deselect)
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
GL20.glDisableVertexAttribArray(0);
GL20.glDisableVertexAttribArray(1);
GL30.glBindVertexArray(0);
GL20.glUseProgram(0);
System.out.println("NO Error? " + (GL11.glGetError() == GL11.GL_NO_ERROR));
这是我的顶点/片段着色器
#version 130
uniform mat4 MVP;
in vec4 in_Position;
in vec4 in_Color;
out vec4 pass_Color;
void main(void) {
gl_Position = MVP * in_Position;
pass_Color = in_Color;
}
#version 130
in vec4 pass_Color;
out vec4 out_Color;
void main(void) {
out_Color = pass_Color;
}
这是我的VBO初始化函数
public void initialize(float[] vertices, float[] colors, int[] indices) {
shaderSetup();
//create the buffers to hold vertex color and index data
FloatBuffer verticesBuffer = BufferUtils.createFloatBuffer(vertices.length);
verticesBuffer.put(vertices);
verticesBuffer.flip();
System.out.println("NO Error? " + (GL11.glGetError() == GL11.GL_NO_ERROR));
FloatBuffer colorsBuffer = BufferUtils.createFloatBuffer(colors.length);
colorsBuffer.put(colors);
colorsBuffer.flip();
// OpenGL expects vertices in counter clockwise order by default
indicesCount = indices.length;
IntBuffer indicesBuffer = BufferUtils.createIntBuffer(indicesCount);
indicesBuffer.put(indices);
indicesBuffer.flip();
System.out.println("NO Error? " + (GL11.glGetError() == GL11.GL_NO_ERROR));
// Create a new Vertex Array Object in memory and select it (bind)
vaoId = GL30.glGenVertexArrays();
GL30.glBindVertexArray(vaoId);
System.out.println("NO Error? " + (GL11.glGetError() == GL11.GL_NO_ERROR));
// Create a new Vertex Buffer Object in memory and select it (bind) - VERTICES
vboId = GL15.glGenBuffers();
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboId);
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, verticesBuffer, GL15.GL_STATIC_DRAW);
GL20.glVertexAttribPointer(0, 4, GL11.GL_FLOAT, false, 0, 0);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
System.out.println("NO Error? " + (GL11.glGetError() == GL11.GL_NO_ERROR));
// Create a new Vertex Buffer Object in memory and select it (bind) - COLORS
vbocId = GL15.glGenBuffers();
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbocId);
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, colorsBuffer, GL15.GL_STATIC_DRAW);
GL20.glVertexAttribPointer(1, 4, GL11.GL_FLOAT, false, 0, 0);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
System.out.println("NO Error? " + (GL11.glGetError() == GL11.GL_NO_ERROR));
// Deselect (bind to 0) the VAO
GL30.glBindVertexArray(0);
// Create a new VBO for the indices and select it (bind) - INDICES
System.out.println("NO Error? " + (GL11.glGetError() == GL11.GL_NO_ERROR));
vboiId = GL15.glGenBuffers();
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboiId);
GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL15.GL_STATIC_DRAW);
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
System.out.println("NO Error? " + (GL11.glGetError() == GL11.GL_NO_ERROR));
}
着色器设置代码:
int errorCheckValue = GL11.glGetError();
// Load the vertex shader
vsId = this.loadShader("Shaders/vertex.glsl", GL20.GL_VERTEX_SHADER);
// Load the fragment shader
fsId = this.loadShader("Shaders/fragment.glsl", GL20.GL_FRAGMENT_SHADER);
// Create a new shader program that links both shaders
pId = GL20.glCreateProgram();
GL20.glAttachShader(pId, vsId);
GL20.glAttachShader(pId, fsId);
GL20.glLinkProgram(pId);
// Position information will be attribute 0
GL20.glBindAttribLocation(pId, 0, "in_Position");
// Color information will be attribute 1
GL20.glBindAttribLocation(pId, 1, "in_Color");
GL20.glValidateProgram(pId);
errorCheckValue = GL11.glGetError();
if (errorCheckValue != GL11.GL_NO_ERROR) {
System.out.println("ERROR - Could not create the shaders");
System.exit(-1);
}
我家中的桌面(按预期呈现所有内容)正在运行nVidia GTX 460显卡,而我的学校笔记本电脑(无法渲染任何内容)配有AMD Firepro m4000显卡。我最好的猜测是VBO渲染/创建/着色器代码的某些部分与我的m4000卡不兼容,但我无法找到glGetError()的任何错误。
答案 0 :(得分:1)
着色器设置代码中的调用顺序无法正常工作:
GL20.glLinkProgram(pId);
GL20.glBindAttribLocation(pId, 0, "in_Position");
GL20.glBindAttribLocation(pId, 1, "in_Color");
glBindAttribLocation()
需要在 glLinkProgram()
之前调用才能生效。来自man page:
在调用glLinkProgram之前,属性绑定不会生效。成功链接程序对象后,通用属性的索引值保持固定(并且可以查询它们的值),直到发生下一个链接命令。
因此,调用的顺序必须是:
GL20.glBindAttribLocation(pId, 0, "in_Position");
GL20.glBindAttribLocation(pId, 1, "in_Color");
GL20.glLinkProgram(pId);
虽然不是正确性问题,但您也没有非常有效地使用VAO。属性启用/禁用值和GL_ELEMENT_ARRAY_BUFFER
绑定是VAO状态的一部分。因此,您可以在设置期间调用glEnableVertexAttribArray()
和GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboiId)
,在绑定VAO时调用 。然后在绘图调用中,您只需要绑定VAO以设置所有状态。