为什么我的OpenGL(3)中的三角形不使用lwjgl渲染?

时间:2019-11-16 08:56:12

标签: java c++ opengl glsl lwjgl

所以我最近开始学习lwjgl,并很快意识到我需要改进OpenGL才能继续。我遵循了教程here,并尝试使用java和lwjgl实现相同的代码(教程中的代码是C ++)。我成功地使用lwjgl api成功地从教程中复制了OpenGL调用,但是当我启动程序时,我只看到黑屏,而没有看到其他==(没有三角形,什么也没有。控制台以太没有错误。

我的 Window.java 类,我在其中执行OpenGL渲染(不要介意Spring注释,我只是使用IoC容器来管理对象,方法run()在创建Spring上下文之后被调用):

import com.gitlab.cvazer.dnd.map.desktop.ashlesy.Orchestrator;
import com.gitlab.cvazer.dnd.map.desktop.render.Camera;
import com.gitlab.cvazer.dnd.map.desktop.util.Shaders;
import lombok.Getter;
import lombok.extern.slf4j.Slf4j;
import org.lwjgl.Version;
import org.lwjgl.glfw.GLFWErrorCallback;
import org.lwjgl.opengl.GL;
import org.springframework.beans.factory.annotation.Autowired;
import org.springframework.stereotype.Component;

import java.io.IOException;
import java.util.Objects;

import static org.lwjgl.glfw.Callbacks.glfwFreeCallbacks;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL30.*;
import static org.lwjgl.system.MemoryUtil.NULL;

@Slf4j
@Component
public class Window {
    private @Autowired Shaders shaders;
    private @Getter long window;

    //START HERE!
    public void run() {
        new Thread(() -> {
            log.info("Hello LWJGL " + Version.getVersion() + "!");
            init();
            try {
                loop();
            } catch (IOException e) {
                e.printStackTrace();
            }
            glfwFreeCallbacks(window);
            glfwDestroyWindow(window);
            glfwTerminate();
            Objects.requireNonNull(glfwSetErrorCallback(null)).free();
        }).start();
    }

    private void init() {
        GLFWErrorCallback.createPrint(System.err).set();
        if ( !glfwInit() ) throw new IllegalStateException("Unable to initialize GLFW");
        glfwDefaultWindowHints();
        glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
        glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);
        glfwWindowHint(GLFW_SAMPLES, 8);
        glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
        glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
        glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
        window = glfwCreateWindow(800, 600, "Hello World!", NULL, NULL);
        if ( window == NULL ) throw new RuntimeException("Failed to create the GLFW window");
        callbacks();
        glfwMakeContextCurrent(window);
        glfwSwapInterval(1);
        glfwShowWindow(window);
    }

    private void loop() throws IOException {
        GL.createCapabilities();

        int vertexArray = glGenVertexArrays();
        glBindVertexArray(vertexArray);

        int vertexBuffer = glGenBuffers();
        glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);

        float[] data = {-1.0f, -1.0f, 0.0f,
                1.0f, -1.0f, 0.0f,
                0.0f,  1.0f, 0.0f};

        glBufferData(GL_ARRAY_BUFFER, data, GL_STATIC_DRAW);

        int program = shaders.loadShaders("vertex.glsl", "fragment.glsl");

        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

        long lastTime = System.currentTimeMillis();
        while ( !glfwWindowShouldClose(window) ) {
            long delta = System.currentTimeMillis() - lastTime;
            lastTime = System.currentTimeMillis();

            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
            glUseProgram(program);

            glEnableVertexAttribArray(0);
            glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
            glVertexAttribPointer(0,3,GL_FLOAT, false, 0, vertexBuffer);
            glDrawArrays(GL_TRIANGLES, 0, 3);
            glDisableVertexAttribArray(0);

            glfwSwapBuffers(window); // swap the color buffers
            glfwPollEvents();
        }
    }
}

Shaders.java 类:

import lombok.extern.slf4j.Slf4j;
import org.springframework.stereotype.Service;

import java.io.IOException;
import java.nio.file.Files;
import java.nio.file.Paths;

import static org.lwjgl.opengl.GL30.*;

@Slf4j
@Service
public class Shaders {
    public int loadShaders(String vertexFilePath, String fragmentFilePath) throws IOException {
        int vertexShader = glCreateShader(GL_VERTEX_SHADER);
        int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);

        String vertexCode = Files.lines(Paths.get(vertexFilePath))
                .collect(Collectors.joining("\n"));

        String fragmentCode = Files.lines(Paths.get(fragmentFilePath))
                .collect(Collectors.joining("\n"));

        compileShader(vertexShader, vertexCode);
        compileShader(fragmentShader, fragmentCode);

        int program = glCreateProgram();
        glAttachShader(program, vertexShader);
        glAttachShader(program, fragmentShader);
        glLinkProgram(program);

        glDetachShader(program, vertexShader);
        glDetachShader(program, fragmentShader);

        glDeleteShader(vertexShader);
        glDeleteShader(fragmentShader);

        return program;
    }

    private void compileShader(int shader, String code){
        glShaderSource(shader, code);
        glCompileShader(shader);
        String slog = glGetShaderInfoLog(shader);
        if (slog.contentEquals("")) return;
        log.info(slog);
    }
}

vertex.glsl 文件:

#version 330 core
layout(location = 0) in vec3 vertexPosition_modelspace;
void main(){
  gl_Position.xyz = vertexPosition_modelspace;
  gl_Position.w = 1.0;
}

fragment.glsl 文件:

#version 330 core
out vec3 color;
void main(){
  color = vec3(1,0,0);
}

我遵循了本教程的第1部分(对OpenGL调用进行编码)和第2部分(对GLSL着色器进行编码,然后加载),但是添加着色器并不能解决我的问题

我认为进一步搜索不能给我答案,因为几乎所有有关lwjgl的在线教程都使用OpenGL 1进行渲染。

我该如何做?

1 个答案:

答案 0 :(得分:1)

问题是线

  
glVertexAttribPointer(0,3,GL_FLOAT, false, 0, vertexBuffer);

如果绑定了命名的缓冲区对象,则glVertexAttribPointer的最后一个参数将被视为缓冲区对象的数据存储区中的字节偏移。

使用glVertexAttribPointer时,不必通过参数指定顶点缓冲区。该函数将顶点属性与当前绑定到目标GL_ARRAY_BUFFER的缓冲区对象相关联。

必须为:

glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0);

另请参阅Java Code Examples for org.lwjgl.opengl.GL20.glVertexAttribPointer()