我无法使用顶点数据填充VAO。我不确定问题是什么。这是错误。
Exception in thread "main" java.lang.NullPointerException
at org.lwjgl.opengl.GL30.nglGenVertexArrays(GL30.java:3265)
at org.lwjgl.opengl.GL30.glGenVertexArrays(GL30.java:3294)
at javaapplication73.Loader.createVAO(Loader.java:35)
at javaapplication73.Loader.loadToVao(Loader.java:27)
at javaapplication73.HelloWorld.initial(HelloWorld.java:139)
at javaapplication73.HelloWorld.loop(HelloWorld.java:120)
at javaapplication73.HelloWorld.run(HelloWorld.java:32)
at javaapplication73.HelloWorld.main(HelloWorld.java:154)
Java结果:1
这是抛出异常的加载器类
public class Loader {
private List<Integer> vaos = new ArrayList<Integer>();
private List<Integer> vbos = new ArrayList<Integer>();
public RawModel loadToVao(float[] positions){
int vaoID = this.createVAO();
this.storeDataInAttributeList(0, positions);
this.unbindVAO();
return new RawModel(1, positions.length/3);
}
private int createVAO(){
int vaoID = GL30.glGenVertexArrays(1, vao);
vaos.add(vaoID);
GL30.glBindVertexArray(vaoID);
return vaoID;
}
public void storeDataInAttributeList(int attributeNumber, float[] data){
int vboID = GL15.glGenBuffers();
vbos.add(vboID);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboID);
FloatBuffer buffer =storeDataInFloatBuffer(data);
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer, GL15.GL_STATIC_DRAW);
GL20.glVertexAttribPointer(attributeNumber, 3, GL11.GL_FLOAT, false, 0, 0);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
}
public void unbindVAO(){
//unbind the array
GL30.glBindVertexArray(0);
}
private FloatBuffer storeDataInFloatBuffer(float[] data){
FloatBuffer buffer = BufferUtils.createFloatBuffer(data.length);
buffer.put(data);
//need to flip between wright and read
buffer.flip();
return buffer;
}
public void cleanUp(){
for (Integer vao : this.vaos) {
GL30.glDeleteVertexArrays(vao);
}
for(Integer vbo : this.vbos){
GL15.glDeleteBuffers(vbo);
}
}
}
这是Main class
package javaapplication73;
public class HelloWorld {
// We need to strongly reference callback instances.
private GLFWErrorCallback errorCallback;
private GLFWKeyCallback keyCallback;
// The window handle
private long window;
private final int fpsCap = 120;
Loader loader = new Loader();
Renderer renderer = new Renderer();
private RawModel model;
public void run() {
System.out.println("Hello LWJGL " + Sys.getVersion() + "!");
try {
init();
loop();
// Release window and window callbacks
glfwDestroyWindow(window);
keyCallback.release();
} finally {
// Terminate GLFW and release the GLFWerrorfun
glfwTerminate();
errorCallback.release();
}
}
private void init() {
// Setup an error callback. The default implementation
// will print the error message in System.err.
glfwSetErrorCallback(errorCallback = errorCallbackPrint(System.err));
// Initialize GLFW. Most GLFW functions will not work before doing this.
if ( glfwInit() != GL11.GL_TRUE )
throw new IllegalStateException("Unable to initialize GLFW");
// Configure our window
glfwDefaultWindowHints(); // optional, the current window hints are already the default
glfwWindowHint(GLFW_VISIBLE, GL_FALSE); // the window will stay hidden after creation
glfwWindowHint(GLFW_RESIZABLE, GL_TRUE); // the window will be resizable
int WIDTH = 1200;
int HEIGHT = 800;
// Create the window
window = glfwCreateWindow(WIDTH, HEIGHT, "Not so Still Life", NULL, NULL);
if ( window == NULL )
throw new RuntimeException("Failed to create the GLFW window");
// 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) {
if ( key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE )
glfwSetWindowShouldClose(window, GL_TRUE); // We will detect this in our rendering loop
cleanUp();
}
});
// 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
);
// Make the OpenGL context current
glfwMakeContextCurrent(window);
// Enable v-sync
glfwSwapInterval(1);
// Make the window visible
glfwShowWindow(window);
}
private void loop() {
// This line is critical for LWJGL's interoperation with GLFW's
// OpenGL context, or any context that is managed externally.
// LWJGL detects the context that is current in the current thread,
// creates the ContextCapabilities instance and makes the OpenGL
// bindings available for use.
GLContext.createFromCurrent();
// Set the clear color
glClearColor(.3243f,0,.83251234f,0);
// Run the rendering loop until the user has attempted to close
// the window or has pressed the ESCAPE key.
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GL11.glOrtho(0, 800, 0, 600, 1, -1);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
while ( glfwWindowShouldClose(window) == GL_FALSE ) {
// Clear the screen and depth buffer
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
initial();
Render();
glfwSwapBuffers(window); // swap the color buffers
glfwPollEvents();
}
}
public void initial(){
System.out.println(glGetString(GL_VERSION));
//Pre game stuff
float[] verticies = {
-0.5f, 0.5f, 0f,
-0.5f, -0.5f, 0f,
0.5f, -0.5f, 0f,
0.5f, -0.5f, 0f,
0.5f, 0.5f, 0f,
-0.5f, 0.5f, 0f,
};
model = loader.loadToVao(verticies);
}
public void Render(){
renderer.prepare();
renderer.Render(model);
}
public void cleanUp(){
System.out.println("CleanUp");
this.loader.cleanUp();
}
public static void main(String[] args) {
System.setProperty("org.lwjgl.librarypath", "/Users/Bayjose/LWJGL/lwjgl/native");
new HelloWorld().run();
}
}
我正在使用Java 8运行Mac OSX Yosemite,我使用LWJGL3作为此项目的库。
答案 0 :(得分:0)
删除参数1和vao以便
int vaoID = GL30.glGenVertexArrays();