我正在使用LWJGL 3和Shaders与VAO。使用着色器时,我当前的实现不会绘制VAO。然而,VAO将在不使用着色器时绘制,但VAO将为白色。我的问题是我在着色器设置中缺少哪些东西阻止我在使用着色器时看到VAO?
主类。
Shader和VAO设置在gameStart()方法中。
public class Test {
/** Window Properties **/
private int
HEIGHT = 800,
WIDTH = 1200,
RESIZABLE = GL11.GL_FALSE,
REFRESH_RATE = 60;
private String TITLE = "test";
// The window handler
private long window;
// callback reference instances
private GLFWErrorCallback errorCallback;
private GLFWKeyCallback keyCallback;
private void preWindowSetup() {
// Setup an error callback
GLFW.glfwSetErrorCallback(errorCallback = errorCallbackPrint(System.err));
// Initialize GLFW
if (GLFW.glfwInit() != GL11.GL_TRUE)
exit();
}
private void windowSetup() {
// Configure Window Properties
glfwDefaultWindowHints();
GLFW.glfwWindowHint(GLFW_VISIBLE, GL_FALSE); // Keep the window hidden
glfwWindowHint(GLFW_RESIZABLE, RESIZABLE); // Do not allow resizing
glfwWindowHint(GLFW_REFRESH_RATE, REFRESH_RATE); // Refresh rate
// Create the window
window = glfwCreateWindow(WIDTH, HEIGHT, TITLE, NULL, NULL);
if ( window == NULL )
exit();
// Get the resolution of the primary monitor
ByteBuffer vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
// Center our window
glfwSetWindowPos(
window,
(GLFWvidmode.width(vidmode) - WIDTH) / 2,
(GLFWvidmode.height(vidmode) - HEIGHT) / 2
);
}
private void callbackSetup() {
// Setup a key callback. It will be called every time a key is pressed, repeated or released.
glfwSetKeyCallback(window, keyCallback = new GLFWKeyCallback() {
@Override
public void invoke(long window, int key, int scancode, int action, int mods) {//TODO Dispatch key events
if (key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE)
Tasker.executeASyncTask("GLFW_MAIN_THREAD");
}
});
}
public void initGL() {
preWindowSetup();
windowSetup();
callbackSetup();
glfwMakeContextCurrent(window); // Make the OpenGL context current
glfwShowWindow(window); // Make the window visible
GLContext.createFromCurrent(); // Bind lwjgl with GLFW
// Initialize openGl
GL11.glViewport(0, 0, WIDTH, HEIGHT);
GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GL11.glOrtho(0, WIDTH, 0, HEIGHT, 1, -1);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
// Enable alpha transparency (for overlay image)
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glDepthFunc(GL11.GL_LEQUAL);
GL11.glShadeModel(GL11.GL_SMOOTH);
}
public void gameStart() {
System.out.println("LWJGL Version: ["+Sys.getVersion()+"]");
System.out.println("OpenGL Version: ["+GL11.glGetString(GL11.GL_VERSION)+"]");
// ===============================================================================================
// =================== Shader Setup =====================
String vertPath = "src/test/java/org/ajgl/test/graphics/shaders/VertexShaderTest.glsl";
String fragPath = "src/test/java/org/ajgl/test/graphics/shaders/FragmentShaderTest.glsl";
int sahderVert = GL20.glCreateShader(GL20.GL_VERTEX_SHADER);
GL20.glShaderSource(sahderVert, Shader.loadShader(vertPath));
GL20.glCompileShader(sahderVert);
int sahderFrag = GL20.glCreateShader(GL20.GL_FRAGMENT_SHADER);
GL20.glShaderSource(sahderFrag, Shader.loadShader(fragPath));
GL20.glCompileShader(sahderFrag);
// =================== Shader Setup =====================
// =================== Shader Check =====================
int status = GL20.glGetShaderi(sahderVert, GL20.GL_COMPILE_STATUS);
if (status != GL11.GL_TRUE) {
throw new RuntimeException(GL20.glGetShaderInfoLog(sahderVert));
}
int statusN = GL20.glGetShaderi(sahderFrag, GL20.GL_COMPILE_STATUS);
if (statusN != GL11.GL_TRUE) {
throw new RuntimeException(GL20.glGetShaderInfoLog(sahderFrag));
}
// =================== Shader Check =====================
// =================== Shader Program ===================
int programID = GL20.glCreateProgram();
GL20.glAttachShader(programID, sahderVert);
GL20.glAttachShader(programID, sahderFrag);
GL20.glBindAttribLocation(programID, 0, "position");
GL20.glBindAttribLocation(programID, 1, "color");
GL20.glLinkProgram(programID);
// =================== Shader Program ===================
// =============== Shader Program Check =================
int statusP = GL20.glGetProgrami(programID, GL20.GL_LINK_STATUS);
if (statusP != GL11.GL_TRUE) {
throw new RuntimeException(GL20.glGetProgramInfoLog(programID));
}
// =============== Shader Program Check =================
// =================== VAO Setup ========================
FloatBuffer vertexBufferVAO = BufferUtils.createFloatBuffer(9);
vertexBufferVAO.put(new float[]{600,10,0, 550,50,0, 500,10,0});
vertexBufferVAO.flip();
FloatBuffer colorBufferVAO = BufferUtils.createFloatBuffer(9);
colorBufferVAO.put(new float[]{1,0,0, 0,1,0, 0,0,1});
colorBufferVAO.flip();
int vaoID = GL30.glGenVertexArrays();
GL30.glBindVertexArray(vaoID);
{
int vertHandle = GL15.glGenBuffers();
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vertHandle);
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertexBufferVAO, GL15.GL_STATIC_DRAW);
GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 0, 0);
int colorHandle = GL15.glGenBuffers();
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, colorHandle);
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, colorBufferVAO, GL15.GL_STATIC_DRAW);
GL20.glVertexAttribPointer(1, 3, GL11.GL_FLOAT, false, 0, 0);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
}
GL30.glBindVertexArray(0);
// =================== VAO Setup ========================
// ===============================================================================================
while ( glfwWindowShouldClose(window) == GL_FALSE ) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Run Cycles
input();
GL20.glUseProgram(programID);
GL30.glBindVertexArray(vaoID);
{
GL20.glEnableVertexAttribArray(0);
GL20.glEnableVertexAttribArray(1);
GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, 3);
GL20.glDisableVertexAttribArray(0);
GL20.glDisableVertexAttribArray(1);
}
GL30.glBindVertexArray(0);
GL20.glUseProgram(0);
// Display Buffer swap
glfwSwapBuffers(window);
}
// Release window and window call backs
glfwDestroyWindow(window);
keyCallback.release();
exit();
}
private void input() {
glfwPollEvents();
Tasker.executeASyncTask("GLFW_MAIN_THREAD");
}
public void exit() {
// Terminate GLFW and release the GLFWerrorfun
glfwTerminate();
errorCallback.release();
System.exit(1);
}
public static void main(String[] args) {
Test test = new Test();
test.initGL();
test.gameStart();
}
}
着色器类。
public class Shader {
public static CharSequence loadShader(String path) {
StringBuilder shaderSource = new StringBuilder();
int shaderID = 0;
try {
BufferedReader reader = new BufferedReader(new FileReader(path));
String line;
while ((line = reader.readLine()) != null) {
shaderSource.append(line).append("\n");
}
reader.close();
} catch (IOException e) {
System.err.println("Could not read file.");
e.printStackTrace();
System.exit(-1);
}
return shaderSource;
}
}
顶点和片段着色器。
// Vertex Shader
#version 400
in vec3 position;
in vec3 color;
out vec3 Color;
void main()
{
Color = color;
gl_Position = vec4(position, 1.0);
}
// Fragment shader
#version 400
in vec3 Color;
out vec4 fragColor;
void main()
{
fragColor = vec4(Color, 1.0);
}
答案 0 :(得分:0)
我使用此网站here找到了问题的解决方案。问题是我没有使用链接中所述的设备坐标。相反,我是使用笛卡尔坐标系。
修复。
FloatBuffer vertexBufferVAO = BufferUtils.createFloatBuffer(9);
**vertexBufferVAO.put(new float[]{{-0.95f,-0.95f,0, -0.5f,-0.95f,0, -0.95f,-0.5f,0});
vertexBufferVAO.flip();