我写了一些示例代码,从极好的(6th,P27-P30)到JOGL,但它没有用(应该有一个三角形,但只有绿色背景)。请看下面的代码。非常感谢任何帮助!! 原始代码:
/*
* Copyright ?2012-2013 Graham Sellers
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*/
#include <sb6.h>
class singlepoint_app : public sb6::application
{
void init()
{
static const char title[] = "OpenGL SuperBible - Single Triangle";
sb6::application::init();
memcpy(info.title, title, sizeof(title));
}
virtual void startup()
{
static const char * vs_source[] =
{
"#version 420 core \n"
" \n"
"void main(void) \n"
"{ \n"
" const vec4 vertices[] = vec4[](vec4( 0.25, -0.25, 0.5, 1.0), \n"
" vec4(-0.25, -0.25, 0.5, 1.0), \n"
" vec4( 0.25, 0.25, 0.5, 1.0)); \n"
" \n"
" gl_Position = vertices[gl_VertexID]; \n"
"} \n"
};
static const char * fs_source[] =
{
"#version 420 core \n"
" \n"
"out vec4 color; \n"
" \n"
"void main(void) \n"
"{ \n"
" color = vec4(0.0, 0.8, 1.0, 1.0); \n"
"} \n"
};
program = glCreateProgram();
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fs, 1, fs_source, NULL);
glCompileShader(fs);
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, vs_source, NULL);
glCompileShader(vs);
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
}
virtual void render(double currentTime)
{
static const GLfloat green[] = { 0.0f, 0.25f, 0.0f, 1.0f };
glClearBufferfv(GL_COLOR, 0, green);
glUseProgram(program);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
virtual void shutdown()
{
glDeleteVertexArrays(1, &vao);
glDeleteProgram(program);
}
private:
GLuint program;
GLuint vao;
};
DECLARE_MAIN(singlepoint_app)
JOGL代码:
import java.awt.Dimension;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.nio.IntBuffer;
import java.nio.ByteBuffer;
import javax.media.opengl.GL;
import javax.media.opengl.GL2;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.awt.GLCanvas;
import javax.swing.JFrame;
import javax.swing.SwingUtilities;
import com.jogamp.opengl.util.FPSAnimator;
import com.jogamp.opengl.util.GLBuffers;
public class TestVerAttributes extends GLCanvas implements GLEventListener
{
private static final long serialVersionUID = 1L;
// Define constants for the top-level container
private static String TITLE = "Test glsl";
private static final int CANVAS_WIDTH = 320; // width of the drawable
private static final int CANVAS_HEIGHT = 240; // height of the drawable
private static final int FPS = 60; // animator's target frames per second
private IntBuffer vaoNameBuff = GLBuffers.newDirectIntBuffer(1);
private int shaderProgram;
private float green[] = { 0.0f, 0.25f, 0.0f, 1.0f };
//private float temp;
public TestVerAttributes()
{
addGLEventListener(this);
}
public void init(GLAutoDrawable drawable)
{
GL2 gl = drawable.getGL().getGL2();
initShaders(gl);
}
public void initShaders(GL2 gl)
{
int verShader = gl.glCreateShader(GL2.GL_VERTEX_SHADER);
int fraShader = gl.glCreateShader(GL2.GL_FRAGMENT_SHADER);
String[] vsrc =
{
"#version 400 \n" +
"void main(void) \n" +
"{ \n" +
" const vec4 vertices[] = vec4[](vec4(0.25, -0.25, 0.5, 1), \n" +
" vec4(-0.25, -0.25, 0.5, 1), \n" +
" vec4( 0.25, 0.25, 0.5, 1)); \n" +
" gl_Position = vertices[gl_VertexID]; \n" +
"}"
};
gl.glShaderSource(verShader, 1, vsrc, null);
gl.glCompileShader(verShader);
printShaderInfoLog(gl, verShader);
String[] fsrc =
{
"#version 400 \n" +
"out vec4 color; \n" +
"void main( void) \n" +
"{ \n" +
" color = vec4(0.0, 0.8, 1.0, 1.0); \n" +
"}"
};
gl.glShaderSource(fraShader, 1, fsrc, null);
gl.glCompileShader(fraShader);
printShaderInfoLog(gl, fraShader);
shaderProgram = gl.glCreateProgram();
gl.glAttachShader(shaderProgram, verShader);
gl.glAttachShader(shaderProgram, fraShader);
gl.glLinkProgram(shaderProgram);
gl.glValidateProgram(shaderProgram);
printProgramInfoLog(gl, shaderProgram);
gl.glGenVertexArrays(1, vaoNameBuff);
gl.glBindVertexArray(vaoNameBuff.get(0));
}
public void printShaderInfoLog(GL2 gl, int shader)
{
IntBuffer intBuffer = IntBuffer.allocate(1);
gl.glGetShaderiv(shader, GL2.GL_INFO_LOG_LENGTH, intBuffer);
if (intBuffer.get(0) > 12)
{
int size = intBuffer.get(0);
System.err.println("Shader compiling error: ");
if (size > 0)
{
ByteBuffer byteBuffer = ByteBuffer.allocate(size);
gl.glGetShaderInfoLog(shader, size, intBuffer, byteBuffer);
for (byte b : byteBuffer.array())
{
System.err.print((char) b);
}
}
else
{
System.out.println("Unknown");
}
System.exit(1);
}
}
public void printProgramInfoLog(GL2 gl, int program)
{
IntBuffer intBuffer = IntBuffer.allocate(1);
gl.glGetProgramiv(program, GL2.GL_INFO_LOG_LENGTH, intBuffer);
if (intBuffer.get(0) > 1)
{
int size = intBuffer.get(0);
System.err.println("Shader compiling error: ");
if (size > 0)
{
ByteBuffer byteBuffer = ByteBuffer.allocate(size);
gl.glGetProgramInfoLog(program, size, intBuffer, byteBuffer);
for (byte b : byteBuffer.array())
{
System.err.print((char) b);
}
}
else
{
System.out.println("Unknown");
}
System.exit(1);
}
}
public void dispose(GLAutoDrawable drawable)
{
GL2 gl = drawable.getGL().getGL2();
gl.glDeleteVertexArrays(1, vaoNameBuff);
gl.glDeleteProgram(shaderProgram);
}
public void display(GLAutoDrawable drawable)
{
GL2 gl = drawable.getGL().getGL2();
/*float attrib[] = {
(float) Math.sin(temp) * 0.5f,
(float) Math.cos(temp) * 0.6f,
0.0f, 0.0f
};
if (temp < 3.14f)
{
temp += 0.01f;
}
else
{
temp = 0f;
}*/
gl.glClearBufferfv(GL2.GL_COLOR, 0, green, 0);
gl.glUseProgram(shaderProgram);
//gl.glVertexAttrib4fv(0, attrib, 0);
gl.glDrawArrays(GL.GL_TRIANGLES, 0, 3);
}
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height)
{
}
/** The entry main() method to setup the top-level container and animator */
public static void main(String[] args)
{
// Run the GUI codes in the event-dispatching thread for thread safety
SwingUtilities.invokeLater(new Runnable()
{
public void run()
{
// Create the OpenGL rendering canvas
GLCanvas canvas = new TestVerAttributes();
canvas.setPreferredSize(new Dimension(CANVAS_WIDTH, CANVAS_HEIGHT));
// Create a animator that drives canvas' display() at the specified FPS.
final FPSAnimator animator = new FPSAnimator(canvas, FPS, true);
// Create the top-level container
final JFrame frame = new JFrame(); // Swing's JFrame or AWT's Frame
frame.getContentPane().add(canvas);
frame.addWindowListener(new WindowAdapter()
{
public void windowClosing(WindowEvent e)
{
// Use a dedicate thread to run the stop() to ensure that the
// animator stops before program exits.
new Thread()
{
public void run()
{
if (animator.isStarted())
{
animator.stop();
}
System.exit(0);
}
}.start();
}
});
frame.setTitle(TITLE);
frame.pack();
frame.setVisible(true);
animator.start(); // start the animation loop
}
});
}
}
答案 0 :(得分:0)
事情是我忘了在笔记本电脑上启用Nvidia显卡。这是英特尔集成的图形卡,它不支持继续工作的GL着色语言版本4.0+。
还发现了一些小错误。 “;”错过了这一行:“color = vec4(0.0,0.8,1.0,1.0); \ n”+。
添加了着色器信息日志和着色器程序链接信息日志的跟踪。
现在我上面发布的代码应该可以按预期工作了。