Java 渲染 LWJGL 3.0.0
Java rendering LWJGL 3.0.0
在这段代码中,我尝试在屏幕上渲染一个简单的三角形,但它只显示红色背景,我已经尝试了所有我知道的调试方法,但我就是不明白为什么它不起作用
希望有人能帮助我,在此先感谢。
public float vertices[] = new float[]
{
-0.5f,-0.5f,0.0f,1.0f,
0.0f,1.0f,0.0f,1.0f,
0.0f,0.5f,0.0f,1.0f,
0.0f,1.0f,0.0f,1.0f,
0.5f,-0.5f,0.0f,1.0f,
0.0f,1.0f,0.0f,1.0f
};
public TEST()
{
}
public int start() throws IOException
{
glfwInit();
long window = glfwCreateWindow(1000, 1000, "HAHA", NULL, NULL);
glfwMakeContextCurrent(window);
glfwShowWindow(window);
GLFWKeyCallback keycallback = new GLFWKeyCallback()
{
@Override
public void invoke(long window, int key, int scancode, int action, int mods)
{
if(key==GLFW_KEY_ESCAPE&&action==GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GLFW_TRUE);
}
}
};
glfwSetKeyCallback(window,keycallback );
GLFWErrorCallback errorcallback = new GLFWErrorCallback()
{
@Override
public void invoke(int error, long description)
{
System.out.println("ERROR CODE: " + error + " ERROR DESCRITPION: "+description);
}
};
glfwSetErrorCallback(errorcallback);
GL.createCapabilities();
glViewport(0, 0, 1000, 1000);
//////////////////////////
int VAO = glGenVertexArrays();
int VBO = glGenBuffers();
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
FloatBuffer buffer = FloatBuffer.allocate(vertices.length);
buffer.clear();
buffer.put(vertices);
buffer.flip();
glBufferData(GL_ARRAY_BUFFER, buffer, GL_STATIC_DRAW);
glVertexAttribPointer(0, 4, GL_FLOAT, false, 8, 0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 4, GL_FLOAT, false, 8, 4);
glEnableVertexAttribArray(1);
buffer.clear();
buffer=null;
System.gc();
glBindVertexArray(0);
///////////////////////
///////////////////////
LoadFile loader = new LoadFile("res/shader.vs", "res/shader.frag");
int vertexshader = glCreateShader(GL_VERTEX_SHADER);
int fragmentshader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vertexshader, loader.readVertex());
glShaderSource(fragmentshader, loader.readFragment());
glCompileShader(vertexshader);
glCompileShader(fragmentshader);
System.out.println(glGetShaderInfoLog(vertexshader));
System.out.println(glGetShaderInfoLog(fragmentshader));
int program = glCreateProgram();
glAttachShader(program, vertexshader);
glAttachShader(program, fragmentshader);
glLinkProgram(program);
glDeleteShader(vertexshader);
glDeleteShader(fragmentshader);
System.out.println(glGetProgramInfoLog(program));
///////////////////////////
boolean running=true;
while(running&&glfwWindowShouldClose(window)==GLFW_FALSE)
{
glfwPollEvents();
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glUseProgram(program);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glUseProgram(0);
glfwSwapInterval(1);
glfwSwapBuffers(window);
}
System.out.println(glGetError());
glfwTerminate();
return 0;
}
我的顶点着色器
#version 330 core
layout (location = 0) in vec4 position;
layout (location = 1) in vec4 colorin;
out vec4 colorout;
void main()
{
gl_Position = position;
colorout=colorin;
}
我的片段着色器
#version 330 core
out vec4 color;
in vec4 colorout;
void main()
{
color = colorout;
}
步幅和偏移量在字节中指定,所以表示2个vec4s的8个浮点数的步幅应该是32,颜色的偏移量应该是16。
glVertexAttribPointer(0, 4, GL_FLOAT, false, 32, 0);
glVertexAttribPointer(1, 4, GL_FLOAT, false, 32, 16);
编辑:我刚刚看到这是 1 天前的问题..但是哦好吧..
我这里有我的怀疑:
FloatBuffer buffer = FloatBuffer.allocate(vertices.length);
buffer.clear();
buffer.put(vertices);
buffer.flip();
glBufferData(GL_ARRAY_BUFFER, buffer, GL_STATIC_DRAW);
您是否尝试过用 lwjgl 库本身的 BufferUtils 替换它?结果会是这样的:
FloatBuffer buff = BufferUtils.createFloatBuffer(vertices.length);
buff.put(vertices);
buff.flip();
或者,如果你想要手动的..
ByteBuffer byteBuffer = ByteBuffer.allocateDirect(vertices.length * Float.BYTES);
byteBuffer.order(ByteOrder.nativeOrder());
FloatBuffer floatBuffer = byteBuffer.asFloatBuffer();
floatBuffer.put(vertices);
floatBuffer.flip();
在这段代码中,我尝试在屏幕上渲染一个简单的三角形,但它只显示红色背景,我已经尝试了所有我知道的调试方法,但我就是不明白为什么它不起作用
希望有人能帮助我,在此先感谢。
public float vertices[] = new float[]
{
-0.5f,-0.5f,0.0f,1.0f,
0.0f,1.0f,0.0f,1.0f,
0.0f,0.5f,0.0f,1.0f,
0.0f,1.0f,0.0f,1.0f,
0.5f,-0.5f,0.0f,1.0f,
0.0f,1.0f,0.0f,1.0f
};
public TEST()
{
}
public int start() throws IOException
{
glfwInit();
long window = glfwCreateWindow(1000, 1000, "HAHA", NULL, NULL);
glfwMakeContextCurrent(window);
glfwShowWindow(window);
GLFWKeyCallback keycallback = new GLFWKeyCallback()
{
@Override
public void invoke(long window, int key, int scancode, int action, int mods)
{
if(key==GLFW_KEY_ESCAPE&&action==GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GLFW_TRUE);
}
}
};
glfwSetKeyCallback(window,keycallback );
GLFWErrorCallback errorcallback = new GLFWErrorCallback()
{
@Override
public void invoke(int error, long description)
{
System.out.println("ERROR CODE: " + error + " ERROR DESCRITPION: "+description);
}
};
glfwSetErrorCallback(errorcallback);
GL.createCapabilities();
glViewport(0, 0, 1000, 1000);
//////////////////////////
int VAO = glGenVertexArrays();
int VBO = glGenBuffers();
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
FloatBuffer buffer = FloatBuffer.allocate(vertices.length);
buffer.clear();
buffer.put(vertices);
buffer.flip();
glBufferData(GL_ARRAY_BUFFER, buffer, GL_STATIC_DRAW);
glVertexAttribPointer(0, 4, GL_FLOAT, false, 8, 0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 4, GL_FLOAT, false, 8, 4);
glEnableVertexAttribArray(1);
buffer.clear();
buffer=null;
System.gc();
glBindVertexArray(0);
///////////////////////
///////////////////////
LoadFile loader = new LoadFile("res/shader.vs", "res/shader.frag");
int vertexshader = glCreateShader(GL_VERTEX_SHADER);
int fragmentshader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vertexshader, loader.readVertex());
glShaderSource(fragmentshader, loader.readFragment());
glCompileShader(vertexshader);
glCompileShader(fragmentshader);
System.out.println(glGetShaderInfoLog(vertexshader));
System.out.println(glGetShaderInfoLog(fragmentshader));
int program = glCreateProgram();
glAttachShader(program, vertexshader);
glAttachShader(program, fragmentshader);
glLinkProgram(program);
glDeleteShader(vertexshader);
glDeleteShader(fragmentshader);
System.out.println(glGetProgramInfoLog(program));
///////////////////////////
boolean running=true;
while(running&&glfwWindowShouldClose(window)==GLFW_FALSE)
{
glfwPollEvents();
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glUseProgram(program);
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
glUseProgram(0);
glfwSwapInterval(1);
glfwSwapBuffers(window);
}
System.out.println(glGetError());
glfwTerminate();
return 0;
}
我的顶点着色器
#version 330 core
layout (location = 0) in vec4 position;
layout (location = 1) in vec4 colorin;
out vec4 colorout;
void main()
{
gl_Position = position;
colorout=colorin;
}
我的片段着色器
#version 330 core
out vec4 color;
in vec4 colorout;
void main()
{
color = colorout;
}
步幅和偏移量在字节中指定,所以表示2个vec4s的8个浮点数的步幅应该是32,颜色的偏移量应该是16。
glVertexAttribPointer(0, 4, GL_FLOAT, false, 32, 0);
glVertexAttribPointer(1, 4, GL_FLOAT, false, 32, 16);
编辑:我刚刚看到这是 1 天前的问题..但是哦好吧..
我这里有我的怀疑:
FloatBuffer buffer = FloatBuffer.allocate(vertices.length);
buffer.clear();
buffer.put(vertices);
buffer.flip();
glBufferData(GL_ARRAY_BUFFER, buffer, GL_STATIC_DRAW);
您是否尝试过用 lwjgl 库本身的 BufferUtils 替换它?结果会是这样的:
FloatBuffer buff = BufferUtils.createFloatBuffer(vertices.length);
buff.put(vertices);
buff.flip();
或者,如果你想要手动的..
ByteBuffer byteBuffer = ByteBuffer.allocateDirect(vertices.length * Float.BYTES);
byteBuffer.order(ByteOrder.nativeOrder());
FloatBuffer floatBuffer = byteBuffer.asFloatBuffer();
floatBuffer.put(vertices);
floatBuffer.flip();