-1
我試圖用LWJGL渲染一個帶有OpenGL的三角形時出現問題。 它什麼都不做,它既不渲染也不拋出任何錯誤。 glClear()正在工作(如果我改變顏色,顏色會改變)。OpenGL什麼都不顯示
你可以在這裏找到一個GLIntercept日誌: GLIntercept Log
這是我的OpenGL初始化碼:
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CW);
glEnable(GL_DEPTH_TEST);
glDepthMask(true);
glDepthFunc(GL_LEQUAL);
glDepthRange(0.0f, 1.0f);
glViewport(0, 0, 800, 600); // my display size
之後,我結合我的着色器:
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader , vertexShaderCode);
glCompileShader(vertexShader);
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader , fragmentShader Code);
glCompileShader(fragmentShader);
int program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glBindAttribLocation(program, 0, "vert");
glLinkProgram(program);
glDetachShader(program, vertexShader);
glDetachShader(program, fragmentShader);
這是着色器:
colored.vert
#version 150
uniform mat4 camera;
uniform mat4 model;
uniform vec4 color;
in vec3 vert;
out vec4 fragColor;
void main() {
gl_Position = camera * model * vec4(vert, 1);
fragColor = color;
}
colored.frag
#version 150
in vec4 fragColor;
out vec4 finalColor;
void main() {
finalColor = fragColor;
}
然後,我創建VBO,IBO和維羅:
// VBO
FloatBuffer vboBuffer = BufferUtils.createFloatBuffer(9);
vboBuffer.put(
0, 1, 0,
1, 0, 0,
-1, 0, 0);
vboBuffer.flip();
vbo = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, vboBuffer, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// IBO
ShortBuffer iboBuffer = BufferUtils.createShortBuffer(3);
iboBuffer.put(0, 1, 2);
iboBuffer.flip();
ibo = glGenBuffers();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, iboBuffer, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// VAO
vao = glGenVertexArrays();
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glEnableVertexAttribArray(glGetAttribLocation(program, "vert"));
glVertexAttribPointer(glGetAttribLocation(program, "vert"), 3, GL_FLOAT, false, 3 * Float.SIZE, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBindVertexArray(0);
我已經改變了由安東M.科爾曼的建議,以配合核心配置文件:
它不能解決我的問題!
// IBO
ShortBuffer iboBuffer = BufferUtils.createShortBuffer(3);
iboBuffer.put(0, 1, 2);
iboBuffer.flip();
// VBO
FloatBuffer vboBuffer = BufferUtils.createFloatBuffer(9);
vboBuffer.put(
0, 1, 0,
1, 0, 0,
-1, 0, 0);
vboBuffer.flip();
// VAO
vao = glGenVertexArrays();
glBindVertexArray(vao);
ibo = glGenBuffers();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, iboBuffer, GL_STATIC_DRAW);
vbo = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, vboBuffer, GL_STATIC_DRAW);
glEnableVertexAttribArray(glGetAttribLocation(program, "vert"));
glVertexAttribPointer(glGetAttribLocation(program, "vert"), 3, GL_FLOAT, false, 3 * Float.SIZE, 0);
glBindVertexArray(0);
渲染之前:
glUseProgram(program);
glUniform4f(glGetUniformLocation(program, "color"), colorR, colorG, colorB, colorA);
glUseProgram(0);
渲染:
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(program);
FloatBuffer cameraBuffer = BufferUtils.createFloatBuffer(16);
// a simple orthographic camera at the position (0|0|1)
// left: -1; right: 1; bottom: -1; top: 1; zNear: -1; zFar: 1
cameraBuffer.put(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, -1.0, 0.0,
0.0, 0.0, 1.0, 1.0);
cameraBuffer.flip();
glUniformMatrix4(glGetUniformLocation(program, "camera"), false, cameraBuffer);
FloatBuffer modelBuffer = BufferUtils.createFloatBuffer(16);
// no translation applied, so its an identity matrix
modelBuffer .put(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0);
modelBuffer.flip();
glUniformMatrix4(glGetUniformLocation(program, "model"), false, modelBuffer);
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, 0);
glBindVertexArray(0);
glUseProgram(0);
// check for OpenGL errors
int error_code = glGetError();
if(error_code != GL_NO_ERROR)
System.err.print("OpenGL Error: " + gluErrorString(error_code));
這是所有的OpenGL命令我以正確的順序做。
GLIntercept登錄: GLIntercept Log
爲什麼'camera.m33' = ** - ** 1,爲什麼你想在你的投影矩陣採用意譯?有一個爲此設計的視圖矩陣。您應該從身份矩陣開始,並在NDC空間中順時針旋轉頂點,如果有效,那麼您可以開始修改投影/查看變換。您還更改了默認的前部繞組。在這裏有很多可能導致問題的原因,首先不使用面部剔除並刪除冗餘的'glDepthRange(...)'調用。 –
非常感謝您的回覆!投影矩陣有什麼問題?使用zNear = -1&zFar = 1,值-1聽起來對我來說是合理的(-1 /(遠 - 近))。 cameraMatrix實際上是之前合併的投影矩陣和視圖矩陣。但我會遵循你的調試建議,讓我的代碼最終工作......希望.. – lschmierer
這只是使用** - 1 **會扭轉您的上弦方向。而且你已經啓用了臉部剔除功能。目前,您的NDC頂點順時針纏繞,但在投影矩陣中翻轉Z軸會使它們逆時針旋轉,這將使用當前的狀態設置進行撲滅。 –