LWJGL3 OpenGL Triangle不会画画

时间:2015-10-30 18:40:43

标签: java opengl graphics lwjgl

你好我一直想弄清楚为什么这个三角形不会画!这是我的代码。 它只是使用VBO和VAO的基本LWJGL OpenGL代码,我无法弄清楚为什么它不是绘图。我已经确认着色器正在正确编译

//bindings available for use.
    GL.createCapabilities();

    // Set the clear color
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    float vertices[] = {
             0.0f,  0.5f, // Vertex 1 (X, Y)
             0.5f, -0.5f, // Vertex 2 (X, Y)
            -0.5f, -0.5f  // Vertex 3 (X, Y)
        };
    int vbo;
    vbo = glGenBuffers();
    glBindBuffer(GL_ARRAY_BUFFER, vbo);
    FloatBuffer vboBuff = BufferUtils.createFloatBuffer(vertices.length);
    vboBuff.put(vertices);
    vboBuff.flip();
    GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vboBuff, GL15.GL_STATIC_DRAW);
    int vertShade = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertShade,Reader.read("shaders/main.frag"));
    glCompileShader(vertShade);
    int fragShade = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragShade,Reader.read("shaders/main.frag"));
    glCompileShader(fragShade);
    String failed = glGetShaderInfoLog(fragShade);
    System.err.println(failed);
    int shaderprogram = glCreateProgram();
    glAttachShader(shaderprogram,vertShade);
    glAttachShader(shaderprogram,fragShade);
    glLinkProgram(shaderprogram);
    glUseProgram(shaderprogram);
    int posAttrib = glGetAttribLocation(shaderprogram,"position");
    glVertexAttribPointer(posAttrib,2,GL_FLOAT,false,0,0);
    glEnableVertexAttribArray(posAttrib);
    int vao;
    vao = glGenVertexArrays();
    // Run the rendering loop until the user has attempted to close
    // the window or has pressed the ESCAPE key.
    while ( glfwWindowShouldClose(window) == GL_FALSE ) {;
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
     GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, 3);

        glfwSwapBuffers(window); // swap the color buffers

        // Poll for window events. The key callback above will only be
        // invoked during this call.
        glfwPollEvents();
    }

SHADERS:///这些是单独的文件 片段着色器:

#version 150

out vec4 outColor;

void main()
{
outColor = vec4(1.0, 1.0, 1.0, 1.0);
}

顶点

#version 150

in vec2 position;

void main()
{
    gl_Position = vec4(position, 0.0, 1.0);
}

编辑while循环之前的最后几行现在看起来像这样:

    int shaderprogram = glCreateProgram();
    glAttachShader(shaderprogram,vertShade);
    glAttachShader(shaderprogram,fragShade);
    glLinkProgram(shaderprogram);
    glUseProgram(shaderprogram);
    int vao;
    vao = glGenVertexArrays();
    glBindVertexArray(vbo);
    int posAttrib = glGetAttribLocation(shaderprogram,"position");
    glVertexAttribPointer(posAttrib,2,GL_FLOAT,false,0,0);
    glEnableVertexAttribArray(posAttrib);

1 个答案:

答案 0 :(得分:0)

查看自己的代码应该会使问题变得非常明显:

int vertShade = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertShade,Reader.read("shaders/main.frag"));
glCompileShader(vertShade);
int fragShade = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragShade,Reader.read("shaders/main.frag"));
glCompileShader(fragShade);

由于在读取两个着色器时使用相同的文件名,因此您使用顶点着色器的片段着色器代码,并且从不加载顶点着色器代码。

如果您修复了文件名,事情就应该开始变得更好了。确保在开发期间构建着色器后始终检查编译和链接状态。然后,您将能够快速识别这些类型的问题。