Java OSX上OpenGL 2.1中未绘制三角形
下面是一篇关于使用OpenGL在Java中创建游戏引擎的教程 我正试图在屏幕上渲染一个三角形。一切都很好,我可以改变背景颜色,但三角形不会显示。我也试过运行教程系列中提供的代码,但仍然不起作用 链接到教程: 链接到视频中使用的代码: 设置Java OSX上OpenGL 2.1中未绘制三角形,java,macos,opengl,geometry,gldrawarrays,Java,Macos,Opengl,Geometry,Gldrawarrays,下面是一篇关于使用OpenGL在Java中创建游戏引擎的教程 我正试图在屏幕上渲染一个三角形。一切都很好,我可以改变背景颜色,但三角形不会显示。我也试过运行教程系列中提供的代码,但仍然不起作用 链接到教程: 链接到视频中使用的代码: 设置 我试过检查OpenGL版本,我相信我有2.1版本 MacOSX Java-Eclipse Mesh.java import static org.lwjgl.opengl.GL11.*; import static org.lwjgl.opengl.GL1
- 我试过检查OpenGL版本,我相信我有2.1版本
- MacOSX
- Java-Eclipse
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL15.*;
import static org.lwjgl.opengl.GL20.*;
public class Mesh
{
private int vbo; //pointer to the buffer
private int size; //size of the data to buffer
public Mesh ()
{
vbo = glGenBuffers();
size = 0;
}
public void addVertices (Vertex[] vertices)
{
size = vertices.length;
//add the data by first binding the buffer
glBindBuffer (GL_ARRAY_BUFFER, vbo); //vbo is now the buffer
//and then buffering the data
glBufferData (GL_ARRAY_BUFFER, Util.createFlippedBuffer(vertices), GL_STATIC_DRAW);
}
public void draw ()
{
glEnableVertexAttribArray (0); //divide up the data into a segment
glBindBuffer (GL_ARRAY_BUFFER, vbo); //vbo is now the buffer
//tell OpenGL more about the segment:
//segment = 0, elements = 3, type = float, normalize? = false, vertex size, where to start = 0)
glVertexAttribPointer(0, 3, GL_FLOAT, false, Vertex.SIZE * 4, 0);
//draw GL_TRIANGLES starting from '0' with a given 'size'
glDrawArrays (GL_TRIANGLES, 0, size);
glDisableVertexAttribArray (0);
}
}
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL30.*;
public class RenderUtil
{
public static void clearScreen ()
{
//TODO: Stencil Buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
//set everything to engine defaults
public static void initGraphics ()
{
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // default color
glFrontFace(GL_CW); // direction for visible faces
glCullFace(GL_BACK); // direction for back faces
glEnable (GL_CULL_FACE); // don't draw back faces
glEnable (GL_DEPTH_TEST); // determines draw order by pixel depth testing
//TODO: Depth clamp for later
glEnable (GL_FRAMEBUFFER_SRGB); // do exponential correction on gamma so we don't have to
}
}
import java.nio.FloatBuffer;
import org.lwjgl.BufferUtils;
public class Util
{
//create a float buffer (we need this because java is weird)
public static FloatBuffer createFloatBuffer (int size)
{
return BufferUtils.createFloatBuffer(size);
}
//flip the buffer to fit what OpenGL expects
public static FloatBuffer createFlippedBuffer (Vertex[] vertices)
{
FloatBuffer buffer = createFloatBuffer(vertices.length * Vertex.SIZE);
for (int i = 0; i < vertices.length; i++)
{
buffer.put(vertices[i].getPos().getX());
buffer.put(vertices[i].getPos().getY());
buffer.put(vertices[i].getPos().getZ());
}
buffer.flip();
return buffer;
}
}
RenderUtil.java
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL15.*;
import static org.lwjgl.opengl.GL20.*;
public class Mesh
{
private int vbo; //pointer to the buffer
private int size; //size of the data to buffer
public Mesh ()
{
vbo = glGenBuffers();
size = 0;
}
public void addVertices (Vertex[] vertices)
{
size = vertices.length;
//add the data by first binding the buffer
glBindBuffer (GL_ARRAY_BUFFER, vbo); //vbo is now the buffer
//and then buffering the data
glBufferData (GL_ARRAY_BUFFER, Util.createFlippedBuffer(vertices), GL_STATIC_DRAW);
}
public void draw ()
{
glEnableVertexAttribArray (0); //divide up the data into a segment
glBindBuffer (GL_ARRAY_BUFFER, vbo); //vbo is now the buffer
//tell OpenGL more about the segment:
//segment = 0, elements = 3, type = float, normalize? = false, vertex size, where to start = 0)
glVertexAttribPointer(0, 3, GL_FLOAT, false, Vertex.SIZE * 4, 0);
//draw GL_TRIANGLES starting from '0' with a given 'size'
glDrawArrays (GL_TRIANGLES, 0, size);
glDisableVertexAttribArray (0);
}
}
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL30.*;
public class RenderUtil
{
public static void clearScreen ()
{
//TODO: Stencil Buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
//set everything to engine defaults
public static void initGraphics ()
{
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // default color
glFrontFace(GL_CW); // direction for visible faces
glCullFace(GL_BACK); // direction for back faces
glEnable (GL_CULL_FACE); // don't draw back faces
glEnable (GL_DEPTH_TEST); // determines draw order by pixel depth testing
//TODO: Depth clamp for later
glEnable (GL_FRAMEBUFFER_SRGB); // do exponential correction on gamma so we don't have to
}
}
import java.nio.FloatBuffer;
import org.lwjgl.BufferUtils;
public class Util
{
//create a float buffer (we need this because java is weird)
public static FloatBuffer createFloatBuffer (int size)
{
return BufferUtils.createFloatBuffer(size);
}
//flip the buffer to fit what OpenGL expects
public static FloatBuffer createFlippedBuffer (Vertex[] vertices)
{
FloatBuffer buffer = createFloatBuffer(vertices.length * Vertex.SIZE);
for (int i = 0; i < vertices.length; i++)
{
buffer.put(vertices[i].getPos().getX());
buffer.put(vertices[i].getPos().getY());
buffer.put(vertices[i].getPos().getZ());
}
buffer.flip();
return buffer;
}
}
Util.java
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL15.*;
import static org.lwjgl.opengl.GL20.*;
public class Mesh
{
private int vbo; //pointer to the buffer
private int size; //size of the data to buffer
public Mesh ()
{
vbo = glGenBuffers();
size = 0;
}
public void addVertices (Vertex[] vertices)
{
size = vertices.length;
//add the data by first binding the buffer
glBindBuffer (GL_ARRAY_BUFFER, vbo); //vbo is now the buffer
//and then buffering the data
glBufferData (GL_ARRAY_BUFFER, Util.createFlippedBuffer(vertices), GL_STATIC_DRAW);
}
public void draw ()
{
glEnableVertexAttribArray (0); //divide up the data into a segment
glBindBuffer (GL_ARRAY_BUFFER, vbo); //vbo is now the buffer
//tell OpenGL more about the segment:
//segment = 0, elements = 3, type = float, normalize? = false, vertex size, where to start = 0)
glVertexAttribPointer(0, 3, GL_FLOAT, false, Vertex.SIZE * 4, 0);
//draw GL_TRIANGLES starting from '0' with a given 'size'
glDrawArrays (GL_TRIANGLES, 0, size);
glDisableVertexAttribArray (0);
}
}
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL30.*;
public class RenderUtil
{
public static void clearScreen ()
{
//TODO: Stencil Buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
//set everything to engine defaults
public static void initGraphics ()
{
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // default color
glFrontFace(GL_CW); // direction for visible faces
glCullFace(GL_BACK); // direction for back faces
glEnable (GL_CULL_FACE); // don't draw back faces
glEnable (GL_DEPTH_TEST); // determines draw order by pixel depth testing
//TODO: Depth clamp for later
glEnable (GL_FRAMEBUFFER_SRGB); // do exponential correction on gamma so we don't have to
}
}
import java.nio.FloatBuffer;
import org.lwjgl.BufferUtils;
public class Util
{
//create a float buffer (we need this because java is weird)
public static FloatBuffer createFloatBuffer (int size)
{
return BufferUtils.createFloatBuffer(size);
}
//flip the buffer to fit what OpenGL expects
public static FloatBuffer createFlippedBuffer (Vertex[] vertices)
{
FloatBuffer buffer = createFloatBuffer(vertices.length * Vertex.SIZE);
for (int i = 0; i < vertices.length; i++)
{
buffer.put(vertices[i].getPos().getX());
buffer.put(vertices[i].getPos().getY());
buffer.put(vertices[i].getPos().getZ());
}
buffer.flip();
return buffer;
}
}
import java.nio.FloatBuffer;
导入org.lwjgl.BufferUtils;
公共类Util
{
//创建一个浮点缓冲区(我们需要它,因为java很奇怪)
公共静态FloatBuffer createFloatBuffer(整型大小)
{
返回BufferUtils.createFloatBuffer(大小);
}
//翻转缓冲区以满足OpenGL的期望
公共静态FloatBuffer createFlippedBuffer(顶点[]顶点)
{
FloatBuffer=createFloatBuffer(顶点.length*顶点.SIZE);
对于(int i=0;i
是否尝试一次导入
import static org.lwjgl.opengl.GL11.*
我只有一个在我的导入,也尝试导入您需要单独的软件包。有一件事你可能会做错,那就是导入多个版本的OpenGL,你使用的是一个无效的传统和现代OpenGL的混合体 您正在调用的
glVertexAttribPointer()
和glEnableVertexAttribArray()
函数用于设置通用顶点属性。这是在当前版本的OpenGL(桌面OpenGL或OpenGL ES 2.0及更高版本的核心配置文件)中设置顶点属性的唯一方法。它们也可以在较旧版本的OpenGL中使用,但只能与提供在GLSL中实现的自己的着色器结合使用
如果您刚刚开始,最好的选择可能是坚持使用现有的着色器,并研究如何开始实现自己的着色器。如果您想让代码使用传统的固定管道(仅在OpenGL的兼容性配置文件中受支持),则需要使用
glvertexpinter()
和glEnableClientState()
函数。视频结尾处的注释说您可能需要一个shaderOh,您是对的!我在旅行,所以我下载了视频,但看不到。虽然还有一些事情要做,但是谢谢:)谢谢你的帮助!我已经设法让OpenGL4.1在Mavericks上运行,使用以下指南:下一步:添加GLSL着色器!