Java 测试一些LWJGL OpenGL,赢得';不要做盒子。我该怎么办?
在OpenGLES1.0和2.0上运行 目标:制作一个框,然后显示它 不会在Win 7上使用LWJGL。加载一个绿色的框(应该是这样),然后开始显示一堆非常粗的白线,这些线不会作为框保留下来。有很多闪烁。这是一张照片 这是windows的代码 Main.javaJava 测试一些LWJGL OpenGL,赢得';不要做盒子。我该怎么办?,java,opengl,opengl-es,geometry,lwjgl,Java,Opengl,Opengl Es,Geometry,Lwjgl,在OpenGLES1.0和2.0上运行 目标:制作一个框,然后显示它 不会在Win 7上使用LWJGL。加载一个绿色的框(应该是这样),然后开始显示一堆非常粗的白线,这些线不会作为框保留下来。有很多闪烁。这是一张照片 这是windows的代码 Main.java package play.box; import org.lwjgl.LWJGLException; import org.lwjgl.opengl.Display; import org.lwjgl.opengl.DisplayM
package play.box;
import org.lwjgl.LWJGLException;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.opengl.GL11;
public class Main {
public static final boolean VSYNC = true;
public static final int WIDTH = 800;
public static final int HEIGHT = 600;
public static final boolean FULLSCREEN = false;
protected boolean running = false;
public static void main(String[] args) {
try {
start();
} catch (LWJGLException e) {
e.printStackTrace();
}
}
public static void start() throws LWJGLException {
Display.setTitle("Display example");
Display.setResizable(false);
Display.setDisplayMode(new DisplayMode(WIDTH, HEIGHT));
Display.setVSyncEnabled(VSYNC);
Display.setFullscreen(FULLSCREEN);
Display.create();
// Setup OpenGL
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GL11.glOrtho(-3, 3, -2, 2, -1, 1);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
new Renderer().run();
}
}
Renderer.java
package play.box;
import org.lwjgl.input.Keyboard;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.GL11;
public class Renderer implements Runnable {
public Renderer() {
}
@Override
public void run() {
while(!Display.isCloseRequested() && !Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) {
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT | GL11.GL_STENCIL_BUFFER_BIT);
GL11.glClearColor(0.0f, 0.5f, 0.0f, 1.0f);
// Rendering //
/*GL11.glBegin(GL11.GL_TRIANGLES);
GL11.glColor3f(1.0f, 0.0f, 0.0f);
GL11.glVertex2f(0.0f, 1.0f);
GL11.glColor3f(1.0f, 0.0f, 0.0f);
GL11.glVertex2f(1.0f, 1.0f);
GL11.glColor3f(1.0f, 0.0f, 0.0f);
GL11.glVertex2f(1.0f, -1.0f);
GL11.glEnd();*/
Box box = new Box();
box.draw();
// End of Rendering //
Display.update();
try {
Thread.sleep(1000);
} catch(Exception e) {
e.printStackTrace();
}
}
}
}
Box.java
package play.box;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;
import org.lwjgl.opengl.GL11;
public class Box {
private float verticies[] = {
-1.0f, 1.0f, // Left Top (0)
-1.0f, -1.0f, // Left Bottom (1)
1.0f, -1.0f, // Right Bottom (2)
1.0f, 1.0f // Right Top (4)
};
private short indicies[] = {
0, 1, 2,
2, 3, 0
};
private FloatBuffer vertBuff;
private ShortBuffer indexBuff;
public Box() {
this.setupBuffers();
}
private void setupBuffers() {
ByteBuffer bBuff = ByteBuffer.allocateDirect(this.verticies.length * 4);
bBuff.order(ByteOrder.nativeOrder());
this.vertBuff = bBuff.asFloatBuffer();
this.vertBuff.put(this.verticies);
this.vertBuff.position(0);
ByteBuffer pbBuff = ByteBuffer.allocateDirect(this.indicies.length * 2);
pbBuff.order(ByteOrder.nativeOrder());
this.indexBuff = pbBuff.asShortBuffer();
this.indexBuff.put(this.indicies);
this.indexBuff.position(0);
}
public void draw() {
GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
GL11.glVertexPointer(2, GL11.GL_FLOAT, this.vertBuff);
GL11.glDrawElements(GL11.GL_TRIANGLES, this.indexBuff);
GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
}
}
更新代码:
package play.box;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL15;
import org.lwjgl.opengl.GL20;
import org.lwjgl.opengl.GL30;
public class Box {
private float verticies[] = {
-1.0f, 1.0f, // Left Top (0)
-1.0f, -1.0f, // Left Bottom (1)
1.0f, -1.0f, // Right Bottom (2)
1.0f, 1.0f // Right Top (4)
};
private short indicies[] = {
0, 1, 2,
2, 3, 0
};
private FloatBuffer vertBuff;
private ShortBuffer indexBuff;
private int vbo_handle;
private int ibo_handle;
private int vao_handle;
private String vShaderStr =
"attribute vec4 vPosition; \n"
+ "void main() { \n"
+ " gl_Position = vPosition;\n"
+ "} \n";
private String fShaderStr =
"precision mediump float; \n"
+ "void main() { \n"
+ " gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); \n"
+ "} \n";
private int vertexShader;
private int fragmentShader;
private int programObject;
public Box() {
}
public void create() {
ByteBuffer bBuff = ByteBuffer.allocateDirect(this.verticies.length * 4);
bBuff.order(ByteOrder.nativeOrder());
this.vertBuff = bBuff.asFloatBuffer();
this.vertBuff.put(this.verticies);
//this.vertBuff.flip();
this.vertBuff.position(0);
ByteBuffer pbBuff = ByteBuffer.allocateDirect(this.indicies.length * 2);
pbBuff.order(ByteOrder.nativeOrder());
this.indexBuff = pbBuff.asShortBuffer();
this.indexBuff.put(this.indicies);
//this.indexBuff.flip();
this.indexBuff.position(0);
// Create VBO
this.vbo_handle = GL15.glGenBuffers();
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.vbo_handle);
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, this.vertBuff, GL15.GL_DYNAMIC_DRAW);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
// Create IBO
this.ibo_handle = GL15.glGenBuffers();
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, this.ibo_handle);
GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, this.indexBuff, GL15.GL_DYNAMIC_DRAW);
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
// Create VAO
this.vao_handle = GL30.glGenVertexArrays();
GL30.glBindVertexArray(vao_handle);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo_handle);
GL20.glEnableVertexAttribArray(0);
GL20.glVertexAttribPointer(0, 2, GL11.GL_FLOAT, false, 0, 0);
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, ibo_handle);
GL30.glBindVertexArray(0);
// Setup Shaders
this.vertexShader = this.loadShader(GL20.GL_VERTEX_SHADER, this.vShaderStr);
this.fragmentShader = this.loadShader(GL20.GL_FRAGMENT_SHADER, this.fShaderStr);
// Setup Program
int program = GL20.glCreateProgram();
if(program == 0) {
return;
}
GL20.glAttachShader(program, this.vertexShader);
GL20.glAttachShader(program, this.fragmentShader);
GL20.glBindAttribLocation(program, 0, "vPosition");
GL20.glLinkProgram(program);
if(GL20.glGetProgrami(program, GL20.GL_LINK_STATUS) == 0) {
System.out.println("Error Creating Program: " + GL20.glGetProgramInfoLog(program, Integer.MAX_VALUE));
GL20.glDeleteProgram(program);
return;
}
this.programObject = program;
}
public void draw() {
this.create();
GL20.glUseProgram(this.programObject);
GL30.glBindVertexArray(vao_handle);
GL11.glDrawElements(GL11.GL_TRIANGLES, 2, GL11.GL_FLOAT, 0);
GL30.glBindVertexArray(0);
this.dispose();
}
public void draw(boolean useVAO) {
if(useVAO) {
this.draw();
} else {
this.create();
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.vbo_handle);
GL11.glVertexPointer(2, GL11.GL_FLOAT, 0, 0L);
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, this.ibo_handle);
GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
GL11.glDrawElements(GL11.GL_TRIANGLES, this.indicies.length, GL11.GL_UNSIGNED_SHORT, 0L);
GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
this.dispose();
}
}
public void dispose() {
GL30.glDeleteVertexArrays(vao_handle);
GL30.glDeleteVertexArrays(vbo_handle);
GL30.glDeleteVertexArrays(ibo_handle);
this.vao_handle = -1;
this.vbo_handle = -1;
this.ibo_handle = -1;
}
private int loadShader(int type, String shaderSrc) {
int shader;
shader = GL20.glCreateShader(type);
if(shader == 0) {
return 0;
}
GL20.glShaderSource(shader, shaderSrc);
GL20.glCompileShader(shader);
if(GL20.glGetShaderi(shader, GL20.GL_COMPILE_STATUS) == 0) {
System.out.println("Error Loading Shader: " + GL20.glGetShaderInfoLog(shader, Integer.MAX_VALUE));
GL20.glDeleteShader(shader);
return 0;
}
return shader;
}
}
我将演示如何使用VBO和IBO创建、渲染和处理VAO,而不仅仅是向您展示您在注释中要求的内容
顶点数组对象VAO
顶点缓冲区对象VBO
索引缓冲区对象IBO
vao_句柄
、vbo_句柄
和ibo_句柄
是包含id/句柄的3个整数,这3个变量在下面的整个代码中使用
// Creating the VBO
vbo_handle = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
glBufferData(GL_ARRAY_BUFFER, vbo_data, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Creating the IBO
ibo_handle = glGenBuffers();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_handle );
glBufferData(GL_ELEMENT_ARRAY_BUFFER, ibo_data, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// Creating the VAO
vao_handle = glGenVertexArrays();
glBindVertexArray(vao_handle);
glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
glEnableVertexAttribArray(INDEX); // Place your own INDEX value in the parenthesis
glVertexAttribPointer(INDEX, SIZE, TYPE, NORMALIZED, STRIDE, OFFSET); // Replace all the VARIABLES with the values which fit to your VAO, VBO and IBO
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_handle);
glBindVertexArray(0);
/*
* Remember that the INDEX given in the
* glEnableVertexAttribArray() and in
* glVertexAttribPointer() is the same
* INDEX used in Shaders (GLSL)
*
* If the INDEX is 0 then in GLSL it
* should look like this
* GLSL: layout(location = 0) in vec3 position;
*
* ^ we can ignore this if you aren't
* using Shaders, though keep it in mind
* since we might need it in the future
*/
- 包含顶点的vbo_数据
FloatBuffer
- 包含索引的ibo_数据
IntBuffer
// Creating the VBO
vbo_handle = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
glBufferData(GL_ARRAY_BUFFER, vbo_data, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Creating the IBO
ibo_handle = glGenBuffers();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_handle );
glBufferData(GL_ELEMENT_ARRAY_BUFFER, ibo_data, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// Creating the VAO
vao_handle = glGenVertexArrays();
glBindVertexArray(vao_handle);
glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
glEnableVertexAttribArray(INDEX); // Place your own INDEX value in the parenthesis
glVertexAttribPointer(INDEX, SIZE, TYPE, NORMALIZED, STRIDE, OFFSET); // Replace all the VARIABLES with the values which fit to your VAO, VBO and IBO
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_handle);
glBindVertexArray(0);
/*
* Remember that the INDEX given in the
* glEnableVertexAttribArray() and in
* glVertexAttribPointer() is the same
* INDEX used in Shaders (GLSL)
*
* If the INDEX is 0 then in GLSL it
* should look like this
* GLSL: layout(location = 0) in vec3 position;
*
* ^ we can ignore this if you aren't
* using Shaders, though keep it in mind
* since we might need it in the future
*/
渲染VAO
处理VAO、VBO和IBO
这就是如何删除不同的缓冲区,这是一件好事,当你关闭程序或在某个时候你不再需要它们
glDeleteVertexArrays(vao_handle); // Deletes the VAO
glDeleteBuffers(vbo_handle); // Deletes the VBO
glDeleteBuffers(ibo_handle); // Deletes the IBO
vao_handle = -1;
vbo_handle = -1;
ibo_handle = -1;
Renderer.java
和Box.java
看起来非常相似。@genpfault哈哈哈!实际上,box可能只是在模拟渲染器。。。ill cuff em.(已修复)@genpfault我必须绑定顶点和索引吗?我不必在android平台上做任何类似的事情。是的,你需要绑定vbo缓冲区,或者你可以切换删除那些不推荐的glvertexofinter
,等等,然后查看如何装箱一个使用vbo的VAO。我不确定我是否正确理解你的意思,但是对于IBO(索引),你只需像平常一样创建它,然后在调用glvertexattributepointer()
并连接VBO数据之后,只需调用glBindBuffer(GL\u元素\u数组\u缓冲区,索引\u句柄)
将IBO连接到VAO。glVertexAttribPointer()应该使用什么类型?如果顶点数据是floats(在我的示例中是这样的,因为我使用了FloatBuffer),那么类型应该是GL_FLOAT
现在我从GL11.glClearColor()中得到一个绿色屏幕;。没有正在渲染的长方体。用新代码更新了“更新代码”。我错过了什么?使用OpenGL缓冲区时,需要调用.flip()代码>和非位置(0)在FloatBuffers、IntBuffers等上进行code>操作。尝试一下,看看是否能解决问题。现在当我考虑这个问题时,我实际上认为VAOs需要一个着色器。