我無法獲取任何內容以呈現到屏幕。使用着色器的頂點緩衝區對象/頂點數組對象
private void initVBO() {
vao = GL30.glGenVertexArrays();
GL30.glBindVertexArray(vao);
float[] vertices = {
-0.5f, 0.5f, 0f,
0.5f, 0.5f, 0f,
0.5f, -0.5f, 0f,
-0.5f, -0.5f, 0f
};
FloatBuffer vertBuffer = BufferUtils.createFloatBuffer(vertices.length);
vertBuffer.put(vertices);
vertBuffer.flip();
this.vboID = GL15.glGenBuffers();
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.vboID);
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertBuffer, GL15.GL_STATIC_DRAW);
positionAttribute = GL20.glGetAttribLocation(getMaterial().getShader()
.getProgram(), "position");
GL20.glEnableVertexAttribArray(positionAttribute);
GL20.glVertexAttribPointer(positionAttribute, 3, GL11.GL_FLOAT, false, 0,
0);
Color c = getMaterial().getColor();
float[] colors = {
c.red, c.green, c.blue, c.alpha,
c.red, c.green, c.blue, c.alpha,
c.red, c.green, c.blue, c.alpha,
};
FloatBuffer colorBuffer = BufferUtils.createFloatBuffer(colors.length);
colorBuffer.put(colors);
colorBuffer.flip();
this.vbocID = GL15.glGenBuffers();
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.vbocID);
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, colorBuffer, GL15.GL_STATIC_DRAW);
colorAttribute = GL20.glGetAttribLocation(getMaterial().getShader().getProgram
(), "color");
GL20.glEnableVertexAttribArray(colorAttribute);
GL20.glVertexAttribPointer(colorAttribute, 4, GL11.GL_FLOAT, false, 0, 0);
byte[] indices = {
0, 1, 2,
2, 3, 0
};
ByteBuffer indicesBuffer = BufferUtils.createByteBuffer(indices.length);
indicesBuffer.put(indices);
indicesBuffer.flip();
this.vboiID = GL15.glGenBuffers();
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, this.vboiID);
GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBuffer,
GL15.GL_STATIC_DRAW);
GL30.glBindVertexArray(0);
GL20.glDisableVertexAttribArray(positionAttribute);
GL20.glDisableVertexAttribArray(colorAttribute);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
}
public void render() {
GL20.glUseProgram(getMaterial().getShader().getProgram());
GL30.glBindVertexArray(this.vao);
GL20.glEnableVertexAttribArray(positionAttribute);
GL20.glEnableVertexAttribArray(colorAttribute);
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, this.vboiID);
GL11.glDrawElements(GL11.GL_TRIANGLES, 6, GL11.GL_BYTE, 0);
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
GL20.glDisableVertexAttribArray(colorAttribute);
GL20.glDisableVertexAttribArray(positionAttribute);
GL30.glBindVertexArray(0);
GL20.glUseProgram(0);
}
着色器編譯正確,Im綁定位置和顏色正確的屬性。我只是使用glOrtho,它設置正確,因爲通過即時模式繪製工作得很好。我不確定這個問題是否可以來自創建索引,或者如果它是glVertexAttribPointer中的問題。我只是想獲得一個彩色繪製到屏幕上的矩形。
更新: 頂點着色器:
#version 150
in vec3 position;
in vec4 color;
out vec4 passColor;
void main(void) {
gl_Position = vec4(position, 1.0);
passColor = color;
}
片段着色器:
#version 150
in vec4 passColor;
out vec4 outColor;
void main(void) {
outColor = vec4(1.0, 1.0, 1.0, 1.0);
}
我也更新了init和上面的繪製代碼。這裏還有着色器的加載代碼:
private void load(File vertex, File fragment) {
this.vertexID = FileUtility.loadShader(vertex, GL20.GL_VERTEX_SHADER);
this.fragmentID = FileUtility.loadShader(fragment, GL20.GL_FRAGMENT_SHADER);
programID = GL20.glCreateProgram();
GL20.glAttachShader(programID, vertexID);
GL20.glAttachShader(programID, fragmentID);
GL20.glBindAttribLocation(programID, 0, "position");
GL20.glBindAttribLocation(programID, 1, "color");
GL30.glBindFragDataLocation(programID, 0, "outColor");
GL20.glLinkProgram(programID);
GL20.glValidateProgram(programID);
int status = GL20.glGetProgrami(programID, GL20.GL_LINK_STATUS);
if (status != GL11.GL_TRUE) {
Log.print(LogLevel.Error, GL20.glGetProgramInfoLog(programID));
}
}
如何您的投影矩陣得到的頂點着色器設置? 'glOrtho'不會這樣做,除非你使用'#version 110'和'ftransform'或'gl_ProjectionMatrix'等等。 –
我正在通過'GL11.glViewport(0,0,Configuration.getInstance( ).getWindowWidth(), Configuration.getInstance()。getWindowHeight()); GL11.glMatrixMode(GL11.GL_PROJECTION); (); GL11.glLoadIdentity(); i GL11.glOhoho(-1,1,1,-1,1,-1); GL11.glMatrixMode(GL11.GL_MODELVIEW);' 我沒有在着色器中設置投影矩陣;我只是設置頂點的顏色。 – Greymouth
您打算如何在未擴展的#version 120着色器中使用'in' /'out'? – genpfault