2014-01-17 70 views
-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

+2

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。 –

+0

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

+1

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。 –

回答

1

錯誤得到解決。 問題在於glVertexAttribPointer()期望步幅以字節爲單位,而Java中的Float.SIZE以位爲單位返回大小。

錯誤:

glVertexAttribPointer(..., ..., ..., ..., 3 * Float.SIZE, ...); 

右:

glVertexAttribPointer(..., ..., ..., ..., 3 * Float.SIZE/8, ...); 
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