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Java 不使用lwjgl和顶点缓冲区渲染的纹理_Java_Opengl_Buffer_Lwjgl_Vbo - Fatal编程技术网

Java 不使用lwjgl和顶点缓冲区渲染的纹理

Java 不使用lwjgl和顶点缓冲区渲染的纹理,java,opengl,buffer,lwjgl,vbo,Java,Opengl,Buffer,Lwjgl,Vbo,我已经对渲染代码进行了几次优化,但是仍然没有渲染任何东西,并且所有可见的都是一个黑色窗口。它以前(使用opengl即时模式渲染)工作过,但我似乎破坏了系统 Texture.java import static org.lwjgl.opengl.ARBBufferObject.*; import static org.lwjgl.opengl.ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB; import static org.lwjgl.opengl.GL11

我已经对渲染代码进行了几次优化,但是仍然没有渲染任何东西,并且所有可见的都是一个黑色窗口。它以前(使用opengl即时模式渲染)工作过,但我似乎破坏了系统

Texture.java

import static org.lwjgl.opengl.ARBBufferObject.*;
import static org.lwjgl.opengl.ARBVertexBufferObject.GL_ARRAY_BUFFER_ARB;
import static org.lwjgl.opengl.GL11.*;

import java.awt.image.BufferedImage;
import java.io.IOException;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;

import javax.imageio.ImageIO;

import org.lwjgl.BufferUtils;
import org.lwjgl.util.ReadableColor;

public class Texture {

    public static Texture font1;

    public static Texture smallButton1;
    public static Texture smallButton1Hover;

    public static Texture background1;

    public static Texture title1;

    public static Texture smallTextBox1;
    public static Texture largeTextBox1;

    final String file;
    boolean loaded = false;
    private ByteBuffer buffer;
    public final int width, height;

    public static void loadTextures() {
        font1 = new Texture("/fonts/font1.png");

        background1 = new Texture("/textures/background1.png");

        title1 = new Texture("/textures/title1.png");

        smallButton1 = new Texture("/textures/smallButton1.png");
        smallButton1Hover = new Texture("/textures/smallButton1Hover.png");

        smallTextBox1 = new Texture("/textures/smallTextBox1.png");
        largeTextBox1 = new Texture("/textures/largeTextBox1.png");
    }

    public Texture(String path) {
        BufferedImage image = null;
        try {
            image = ImageIO.read(TacAttack.class.getResourceAsStream(path));
            int BYTES_PER_PIXEL = 4;
            int[] pixels = new int[image.getWidth() * image.getHeight()];
            image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth());

            buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * BYTES_PER_PIXEL); //4bytes for RGBA
            for (int y = 0; y < image.getHeight(); y++) {
                for (int x = 0; x < image.getWidth(); x++) {
                    int pixel = pixels[y * image.getWidth() + x];
                    buffer.put((byte) ((pixel >> 16) & 0xFF)); // Red component
                    buffer.put((byte) ((pixel >> 8) & 0xFF)); // Green component
                    buffer.put((byte) (pixel & 0xFF)); // Blue component
                    buffer.put((byte) ((pixel >> 24) & 0xFF)); // Alpha component
                }
            }
            buffer.flip();

            loaded = true;

            System.out.println("Loaded texture: \"" + path + "\"");
        } catch (IOException e) {
            e.printStackTrace();
            ErrorHandler.fatalError(ErrorType.IOError, "Couldn't load texture: " + path);
        }

        this.file = path;

        this.width = image.getWidth();
        this.height = image.getHeight();
    }

    public ByteBuffer getBuffer() {
        if (!loaded) {
            ErrorHandler.fatalError(ErrorType.textureError, "Buffer requested before texture loaded.");
            return null;
        } else {
            return buffer;
        }
    }

    private void use(int texID, ReadableColor color) {
        glEnable(GL_TEXTURE_2D);
        glColor4b(color.getRedByte(), color.getGreenByte(), color.getBlueByte(), color.getAlphaByte());
        glBindTexture(GL_TEXTURE_2D, texID);
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    }

    private void endUse() {
        glDisable(GL_BLEND);
        glDisable(GL_TEXTURE_2D);
    }

    public void render(int texID, IntBuffer vBuffer, FloatBuffer tBuffer, boolean changed, int vHandle, int tHandle, ReadableColor color) {
        if (!loaded) {
            return;
        }

        System.out.println("");
        System.out.println(">>");
        System.out.println("apparently rendered at: x" + vBuffer.get(0) + ", y" + vBuffer.get(1) + ", w" + (vBuffer.get(4) - vBuffer.get(0)) + ", h" + (vBuffer.get(5) - vBuffer.get(1)) + " with vHandle - " + vHandle + ", " + file);
        System.out.println("apparent texturecoords: x" + tBuffer.get(0) + ", y" + tBuffer.get(1) + ", w" + (tBuffer.get(4) - tBuffer.get(0)) + ", h" + (tBuffer.get(5) - tBuffer.get(1)) + " with tHandle - " + tHandle);

        use(texID, color);

        glEnableClientState(GL_VERTEX_ARRAY);
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);

        glBindBufferARB(GL_ARRAY_BUFFER_ARB, vHandle);
        if (changed) {
            glBufferDataARB(GL_ARRAY_BUFFER_ARB, vBuffer, GL_STATIC_DRAW_ARB);
            System.out.println("yeah");
        }
        glVertexPointer(2, GL_INT, 2 * 4, 0L);

        glBindBufferARB(GL_ARRAY_BUFFER_ARB, tHandle);
        if (changed) {
            glBufferDataARB(GL_ARRAY_BUFFER_ARB, tBuffer, GL_STATIC_DRAW_ARB);
            System.out.println("yeah2");
        }
        glTexCoordPointer(2, GL_FLOAT, 2 * 4, 0L);

        glDrawArrays(GL_QUADS, 0, 4);

        glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);

        glDisableClientState(GL_TEXTURE_COORD_ARRAY);
        glDisableClientState(GL_VERTEX_ARRAY);

        endUse();
    }

}
或与该行相关:)


好几天都没能弄明白这一点…

好吧,在花了大量时间玩这个之后,我应该知道问题不在于缓冲区

问题是Texture.java中的这一行:

glColor4b(color.getRedByte(), color.getGreenByte(), color.getBlueByte(), color.getAlphaByte());
这显然将颜色设置为黑色

然而,当我尝试它时,它起了作用(感谢“正面全裸”帮助我发现了这一点):

ReadableColor返回的字节似乎不是lwjgl需要的那种字节


但是,耶,它现在起作用了

有没有没有没有纹理的渲染四边形?或者你真的看不到任何东西,甚至连四边形都看不到。(您可以通过在glDrawArrays之前调用立即模式着色来测试这一点)错误,不需要这样做。事实上,最近有一次。它可以归结为使用有符号字节的
glColor4b(…)
。它的范围是-128-127。如果尝试使用无符号颜色,如果将其传递给有符号颜色函数,一半的颜色空间将溢出,并将变为负数。负色在很多上下文中都不有用,当存储在帧缓冲区中时,将被替换为0;)--简而言之,使用
glColor4ub(…)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture.getBuffer());
buffer.flip();
glColor4b(color.getRedByte(), color.getGreenByte(), color.getBlueByte(), color.getAlphaByte());
glColor4f((float) color.getRed() / 255f, (float) color.getGreen() / 255f, (float) color.getBlue() / 255f, (float) color.getAlpha() / 255f);