我一直在尝试使用LWJGL进入OpenGL,但遇到了无法找到解决方案的问题。当尝试使用下面的代码绘制三角形时,窗口会正确打开,并开始闪烁不一定是预期三角形的形状(有时会短暂出现,但窗口的一个象限中经常有矩形)。 / p>
我有些犹豫的是,通过在网上阅读各种帖子和文档,OpenGL如何在最近的内存中发生变化,从而在GL4中使用功能较少,更面向对象的方法(VBO和GLSL?)。我的理解正确吗?学习此用于LWJGL的新OpenGL的首选资源是什么?
提前谢谢!
import org.lwjgl.BufferUtils;
import org.lwjgl.glfw.*;
import org.lwjgl.opengl.*;
import org.lwjgl.system.*;
import java.nio.*;
import static org.lwjgl.glfw.Callbacks.*;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.system.MemoryStack.*;
import static org.lwjgl.system.MemoryUtil.*;
public class Main {
private long windowID;
private float[] tri = {0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f};
public static void main(String[] args) {
new Main().run();
}
public void run() { // Useful for making an instance class as opposed to a static main class?
init();
loop();
glfwFreeCallbacks(windowID);
glfwDestroyWindow(windowID);
glfwTerminate();
glfwSetErrorCallback(null).free();
}
public void init() { // Initializes all LWJGL components
GLFWErrorCallback.createPrint(System.err).set(); // Create error callback route for GL
if (!glfwInit()) { // Init GLFW
throw new IllegalStateException("Failed to initialize GLFW!");
} else {
System.out.println("GLFW successfully initialized!");
}
windowID = glfwCreateWindow(640, 480, "Creating Window", NULL, NULL);
if (windowID == NULL) { // Verify window creation
throw new IllegalStateException("Failed to create window!");
} else {
System.out.println("Successfully created window!");
}
glfwDefaultWindowHints(); // Set window Proporties
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);
glfwSetKeyCallback(windowID, (window, key, scancode, action, mods) -> { // Key callback for closing the window
if (key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE)
glfwSetWindowShouldClose(window, true);
});
try (MemoryStack stack = stackPush()) { // Center the window
IntBuffer pWidth = stack.mallocInt(1);
IntBuffer pHeight = stack.mallocInt(1);
glfwGetWindowSize(windowID, pWidth, pHeight);
GLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
glfwSetWindowPos( // Center the window
windowID,
(vidmode.width() - pWidth.get(0)) / 2,
(vidmode.height() - pHeight.get(0)) / 2
);
}
glfwMakeContextCurrent(windowID); // Make the window current
glfwSwapInterval(0); // Sets the min num of pushed frames before buffers are swaped (Likely prevents horizontal tearing)
glfwShowWindow(windowID); // Unhides the window
}
private void loop() {
GL.createCapabilities();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // The color to clear the buffers with
while(!glfwWindowShouldClose(windowID)) { // If the window is allowed to live
glClear(GL_COLOR_BUFFER_BIT); // The OR is nessesary for some reason
FloatBuffer vBuff = BufferUtils.createFloatBuffer(6);
vBuff.put(tri);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, vBuff);
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableClientState(GL_VERTEX_ARRAY);
glfwSwapBuffers(windowID);
glfwPollEvents();
}
}
}
答案 0 :(得分:0)
创建和填充缓冲区后,您错过了vBuff.flip()
。
vBuff.put(tri)
将数据从当前位置(在这种情况下为缓冲区的开始)开始传输到缓冲区。缓冲区位置增加数据大小。因此,新的缓冲区位置在新数据的末尾。
flip()
将缓冲区的限制(长度)设置为当前位置,然后将该位置设置为零。
此外,不必在循环中连续创建和填充缓冲区,只需在循环之前执行一次即可:
FloatBuffer vBuff = BufferUtils.createFloatBuffer(6);
vBuff.put(tri);
vBuff.flip();
while(!glfwWindowShouldClose(windowID)) {
glClear(GL_COLOR_BUFFER_BIT);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, vBuff);
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableClientState(GL_VERTEX_ARRAY);
glfwSwapBuffers(windowID);
glfwPollEvents();
}