LWJGL - 在一个系统上渲染VBO而不在另一个系统上渲染

时间:2015-01-09 05:16:03

标签: opengl lwjgl vbo

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。

1 个答案:

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()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。