gpt4 book ai didi

java - VAO 不使用着色器渲染颜色

转载 作者:太空宇宙 更新时间:2023-11-04 14:15:25 25 4
gpt4 key购买 nike

我最近开始学习 OpenGL,我一直在尝试编写一个程序,使用带有着色器的 VAO 和 VBO 在屏幕上显示钻石。我的代码主要基于本教程: https://www.opengl.org/wiki/Tutorial2:_VAOs,_VBOs,_Vertex_and_Fragment_Shaders_%28C_/_SDL%29我还使用了教程中的着色器。菱形应该使用顶点数组对象的颜色信息来绘制,但它只是用白色绘制。着色器似乎加载得很好,所以我认为这是我的顶点和缓冲区数组对象的问题。有人可以解释一下为什么我的代码没有按照我的预期工作,或者展示一个如何使用颜色属性数组中的颜色渲染 VAO 的清晰示例。

package windows;

import java.awt.Frame;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;

import javax.media.opengl.GL2;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLCapabilities;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.GLProfile;
import javax.media.opengl.awt.GLCanvas;
import javax.media.opengl.glu.GLU;

import shaders.ShaderControl2;

import com.jogamp.common.nio.Buffers;

public class Test4 implements GLEventListener{

ShaderControl2 sc;
FloatBuffer vertexPos, vertexCol;
IntBuffer vao, vbo;
GLU glu = new GLU();

public static void main(String[] args){
GLProfile glp = GLProfile.getDefault();
GLCapabilities caps = new GLCapabilities(glp);
GLCanvas canvas = new GLCanvas(caps);

Test4 t = new Test4();

canvas.addGLEventListener(t);

Frame f = new Frame("TEST #4");
f.setSize(400,400);
f.add(canvas);
f.setVisible(true);
f.addWindowListener(new WindowAdapter(){
public void windowClosing(WindowEvent e){
System.exit(0);
}
});
}


@Override
public void display(GLAutoDrawable drawable) {
GL2 gl = drawable.getGL().getGL2();
gl.glClearColor(0, 0, 0, 1f);
gl.glClear(GL2.GL_COLOR_BUFFER_BIT);

sc.useShader(gl);

gl.glBindVertexArray(vao.get(0));
gl.glEnableVertexAttribArray(0);
gl.glEnableVertexAttribArray(1);
gl.glDrawArrays(GL2.GL_LINE_LOOP, 0 , 4);

sc.dontUseShader(gl);

}

@Override
public void dispose(GLAutoDrawable drawable) {
// TODO Auto-generated method stub

}

@Override
public void init(GLAutoDrawable drawable) {
GL2 gl = drawable.getGL().getGL2();
System.out.println(gl.glGetString(GL2.GL_VERSION));

vertexPos = Buffers.newDirectFloatBuffer(8);
vertexPos.put(new float[]{0f, 1f});
vertexPos.put(new float[]{1f, 0f});
vertexPos.put(new float[]{0f, -1f});
vertexPos.put(new float[]{-1f, 0});
vertexPos.flip();

vertexCol = Buffers.newDirectFloatBuffer(12);
vertexCol.put(new float[]{1f, 0f, 0f});
vertexCol.put(new float[]{0f, 1f, 0f});
vertexCol.put(new float[]{0f, 0f, 1f});
vertexCol.put(new float[]{1f, 1f, 1f});
vertexCol.flip();

vao = IntBuffer.allocate(1);
vbo = IntBuffer.allocate(2);

gl.glGenVertexArrays(1, vao);
gl.glGenBuffers(2, vbo);

int bytesPerFloat = Float.SIZE/Byte.SIZE;

gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, vbo.get(0));
gl.glBufferData(GL2.GL_ARRAY_BUFFER, vertexPos.capacity() * bytesPerFloat, vertexPos, GL2.GL_STATIC_DRAW);

gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, vbo.get(1));
gl.glBufferData(GL2.GL_ARRAY_BUFFER, vertexCol.capacity() * bytesPerFloat, vertexCol, GL2.GL_STATIC_DRAW);

gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, 0);

gl.glBindVertexArray(vao.get());
gl.glEnableVertexAttribArray(0);
gl.glEnableVertexAttribArray(1);

gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, vbo.get(0));
gl.glVertexAttribPointer(0, 2, GL2.GL_FLOAT, false, 0, 0);

gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, vbo.get(1));
gl.glVertexAttribPointer(1, 3, GL2.GL_FLOAT, false, 0, 0);

gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, 0);


sc = new ShaderControl2();
sc.vSrc = sc.loadShader("v.txt");
sc.fSrc = sc.loadShader("f.txt");

}

@Override
public void reshape(GLAutoDrawable drawable, int x, int y, int width,
int height) {

}

}

ShaderControl2代码:

package shaders;

import java.io.BufferedReader;
import java.io.InputStream;
import java.io.InputStreamReader;
import java.nio.ByteBuffer;
import java.nio.IntBuffer;

import javax.media.opengl.*;

public class ShaderControl2 {

private int vertexShaderProg, fragmentShaderProg, shaderProg;
public String[] vSrc, fSrc;

public String[] loadShader(String sFile){
String line = new String();
StringBuilder fileContent = new StringBuilder();

try{
InputStream is = getClass().getResourceAsStream(sFile);
BufferedReader br = new BufferedReader(new InputStreamReader(is));
while((line = br.readLine()) != null){
fileContent.append(line + "\n");
}
is.close();
} catch(Exception e){
e.printStackTrace();
}
System.out.println("Shader file content:\n" + fileContent);
return new String[]{fileContent.toString()};
}

public void attachShader(GL2 gl){
IntBuffer isCompiledVS = IntBuffer.allocate(1), isCompiledFS = IntBuffer.allocate(1), isLinked = IntBuffer.allocate(1);
IntBuffer vLogLength = IntBuffer.allocate(1), fLogLength = IntBuffer.allocate(1), linkLogLength = IntBuffer.allocate(1);
ByteBuffer vertexInfoLog, fragmentInfoLog, linkInfoLog;
int size;

vertexShaderProg = gl.glCreateShader(GL2.GL_VERTEX_SHADER);

gl.glShaderSource(vertexShaderProg, 1, vSrc, null);
gl.glCompileShader(vertexShaderProg);

gl.glGetShaderiv(vertexShaderProg, GL2.GL_COMPILE_STATUS, isCompiledVS);
if(isCompiledVS.get(0) == 0){
System.out.println("Failed to compile vertexShaderProg");

gl.glGetShaderiv(vertexShaderProg, GL2.GL_INFO_LOG_LENGTH, vLogLength);
size = vLogLength.get(0);
vertexInfoLog = ByteBuffer.allocate(size);
gl.glGetShaderInfoLog(vertexShaderProg, size, vLogLength, vertexInfoLog);

for(byte b : vertexInfoLog.array()){
System.err.print((char)b);
}
}

fragmentShaderProg = gl.glCreateShader(GL2.GL_VERTEX_SHADER);

gl.glShaderSource(fragmentShaderProg, 1, vSrc, null);
gl.glCompileShader(fragmentShaderProg);

gl.glGetShaderiv(fragmentShaderProg, GL2.GL_COMPILE_STATUS, isCompiledFS);
if(isCompiledFS.get(0) == 0){
System.out.println("Failed to compile fragmentShaderProg");

gl.glGetShaderiv(fragmentShaderProg, GL2.GL_INFO_LOG_LENGTH, fLogLength);
size = fLogLength.get(0);
fragmentInfoLog = ByteBuffer.allocate(size);
gl.glGetShaderInfoLog(fragmentShaderProg, size, fLogLength, fragmentInfoLog);

for(byte b : fragmentInfoLog.array()){
System.err.print((char)b);
}

}

shaderProg = gl.glCreateProgram();
gl.glAttachShader(shaderProg, vertexShaderProg);
gl.glAttachShader(shaderProg, fragmentShaderProg);

gl.glBindAttribLocation(shaderProg, 0, "in_Position");
gl.glBindAttribLocation(shaderProg, 1, "in_Color");

gl.glLinkProgram(shaderProg);

gl.glGetProgramiv(shaderProg, GL2.GL_LINK_STATUS, isLinked);
if(isLinked.get(0) == 0){
System.out.println("Failed to link shaderProg");

gl.glGetShaderiv(shaderProg, GL2.GL_INFO_LOG_LENGTH, linkLogLength);
size = linkLogLength.get(0);
linkInfoLog = ByteBuffer.allocate(size);
gl.glGetProgramInfoLog(shaderProg, size, linkLogLength, linkInfoLog);

for(byte b : linkInfoLog.array()){
System.err.print((char)b);
}
}
}

public int useShader(GL2 gl){
gl.glUseProgram(shaderProg);
return shaderProg;
}

public void dontUseShader(GL2 gl){
gl.glUseProgram(0);
}
}

着色器代码

f.txt:

#version 210
// It was expressed that some drivers required this next line to function properly
precision highp float;

in vec3 ex_Color;
out vec4 gl_FragColor;

void main(void) {
// Pass through our original color with full opacity.
gl_FragColor = vec4(ex_Color,1.0);
}

v.txt:

#version 210
// in_Position was bound to attribute index 0 and in_Color was bound to attribute index 1
in vec2 in_Position;
in vec3 in_Color;

// We output the ex_Color variable to the next shader in the chain
out vec3 ex_Color;
void main(void) {
// Since we are using flat lines, our input only had two points: x and y.
// Set the Z coordinate to 0 and W coordinate to 1

gl_Position = vec4(in_Position.x, in_Position.y, 0.0, 1.0);

// GLSL allows shorthand use of vectors too, the following is also valid:
// gl_Position = vec4(in_Position, 0.0, 1.0);
// We're simply passing the color through unmodified

ex_Color = in_Color;
}

最佳答案

您只看到白线的原因是因为根本没有使用着色器程序。

我看不到你在哪里调用附加着色器(你从不调用 sc.attachShader(gl),我在 init 方法的末尾添加了 sc.attachShader(gl)。

现在会出现很多错误。

在attachshader中,当您创建fragmentShaderProg时,您将其创建为GL_VERTEX_SHADER,它应该是GL_FRAGMENT_SHADER,并且在其下方您将发送顶点着色器的源来代替片段着色器。

GLSL语言的210版本不存在,将其更改为130版本。GLSL版本的问题是它独立于OpenGL版本,https://github.com/mattdesl/lwjgl-basics/wiki/GLSL-Versions

#version 130

现在添加到 init 方法的末尾

sc.attachShader(gl) 

并改变

fragmentShaderProg = gl.glCreateShader(GL2.GL_VERTEX_SHADER);
gl.glShaderSource(fragmentShaderProg, 1, vSrc, null);

对于

fragmentShaderProg = gl.glCreateShader(GL2.GL_FRAGMENT_SHADER);
gl.glShaderSource(fragmentShaderProg, 1, fSrc, null);

现在可以了。

working result

关于java - VAO 不使用着色器渲染颜色,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/27809607/

25 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com