Opengl 为什么几何体着色器未按预期从1点生成4点?

Opengl 为什么几何体着色器未按预期从1点生成4点?,opengl,glsl,shader,jogl,Opengl,Glsl,Shader,Jogl,我试图了解着色器在OpenGL中是如何工作的。我希望实现以下目标: INPUT: 1 VAO WITH 1 VBO WHICH CONTAINS 1 vec2(x,y) (i.e. just a point defined in vec2) ----> VERTEX SHADER: JUST TURNS THE vec2(x,y) INTO A vec4(x,y,0.0,1.0) ----> GEOMETRY SHADER: RECEIVES vec

我试图了解着色器在OpenGL中是如何工作的。我希望实现以下目标:

INPUT: 
    1 VAO WITH 1 VBO WHICH CONTAINS 1 vec2(x,y) (i.e. just a point defined in vec2)
---->  
VERTEX SHADER:
    JUST TURNS THE vec2(x,y) INTO A vec4(x,y,0.0,1.0)
---->  
GEOMETRY SHADER:
    RECEIVES vec4(x,y,0.0,1.0) POINT AND TRANSLATES INTO 4 POINTS
    vec4(x-0.2,y-0.2,0.0,1.0) 
    vec4(x-0.2,y+0.2,0.0,1.0) 
    vec4(x+0.2,y+0.2,0.0,1.0) 
    vec4(x+0.2,y-0.2,0.0,1.0) 
---->  
FRAGMENT SHADER:
    DRAWS EACH ONE OF THE 4 PIXELS IN BLUE
基本上,我把一对向量2中的x,y坐标传递给顶点着色器,我希望在该点周围画出4个点,从该点开始,在两个坐标中以0.2分开。这就像画一个正方形的四个点,当你刚好经过它的中心时

这是我尝试过的代码:

顶点着色器:

几何体着色器:

片段着色器:

JOGL类实现以下功能:

但在0.5,0.5坐标下,我得到的只是一个白色像素而不是蓝色,而不是四个蓝色像素。欢迎提供任何关于如何进一步调试的提示

-- 编辑:

下面的答案我编辑代码如下。仅使用GL3并实现答案中所述的更改,但结果仍然相同

Java OpenGL类:

有一些问题

您已声明局部变量vec4 gl_Position;在几何体着色器中。这将导致编译错误,因为所有以gl_u开头的名称都是为实现保留的。无论如何,几何体着色器永远不会写入逐顶点输出gl_位置。看见 删除声明:

vec4 gl_位置

最大顶点的规格为:

布局点,最大顶点=1个; max_顶点是一个编译时常量,定义了单个调用将写入的最大顶点数。看

int geometryShader=gl.glCreateShaderGL2.gl\u GEOMETRY\u SHADER\u位; 最大顶点数必须为4:

布局点,最大顶点=4个; 着色器类型必须是GL32.GL\u几何体\u着色器,而不是GL2.GL\u几何体\u着色器\u位:

int geometryShader=gl.glCreateShaderGL2.gl\u GEOMETRY\u SHADER\u位

int geometryShader=gl.glCreateShaderGL32.gl\u GEOMETRY\u着色器; GL_几何体_着色器_位不是的有效参数,将导致无效的_枚举错误

要使用,您必须至少创建OpenGL 3.2上下文: 看

profile=GLProfile.getGLProfile.GL2

profile=GLProfile.getGLProfile.GL3; 有一些问题

您已声明局部变量vec4 gl_Position;在几何体着色器中。这将导致编译错误,因为所有以gl_u开头的名称都是为实现保留的。无论如何,几何体着色器永远不会写入逐顶点输出gl_位置。看见 删除声明:

vec4 gl_位置

最大顶点的规格为:

布局点,最大顶点=1个; max_顶点是一个编译时常量,定义了单个调用将写入的最大顶点数。看

int geometryShader=gl.glCreateShaderGL2.gl\u GEOMETRY\u SHADER\u位; 最大顶点数必须为4:

布局点,最大顶点=4个; 着色器类型必须是GL32.GL\u几何体\u着色器,而不是GL2.GL\u几何体\u着色器\u位:

int geometryShader=gl.glCreateShaderGL2.gl\u GEOMETRY\u SHADER\u位

int geometryShader=gl.glCreateShaderGL32.gl\u GEOMETRY\u着色器; GL_几何体_着色器_位不是的有效参数,将导致无效的_枚举错误

要使用,您必须至少创建OpenGL 3.2上下文: 看

profile=GLProfile.getGLProfile.GL2

profile=GLProfile.getGLProfile.GL3;
@RABBI76表示x,y位置的vec2输入变量。顶点着色器旨在从已删除的向量2构造一个常规的vec4x,y,0.0,1.0。我已经编辑了该问题,以反映到目前为止所做的所有更改。不幸的是,在0.5,0.5处仍然有一个白点。是否可能根本没有执行着色器?如何/在何处检查错误?我希望看到对GL3.glGetError之类的东西的调用,或者java中的操作是否有所不同?因为这是我的第一个OpenGL程序,我不知道如何查看错误,但我将搜索如何查看错误,并尝试将其实现到代码中。-->max_texts=1@rabbi76表示x,y位置的vec2输入变量。顶点着色器旨在从已删除的向量2构造一个常规的vec4x,y,0.0,1.0。我已经编辑了该问题,以反映到目前为止所做的所有更改。不幸的是,在0.5,0.5处仍然有一个白点。是否可能根本没有执行着色器?如何/在何处检查错误?我希望看到对GL3.glGetError之类的东西的调用,或者java中的操作是否有所不同?因为这是我的第一个OpenGL程序,我不知道如何看到错误,但我将搜索如何做到这一点,并尝试在代码中实现。-->max_texts=1,这会导致几何体着色器从不写入逐顶点输出gl_位置,这会导致编译错误,因为所有以gl_开头的名称都保留用于实现,几何体着色器中的gl_位置变量是接口块的一部分,因此
这不算是正确地重新定义它。实现了所有更改请参见编辑的问题,但行为仍然相同,我将尝试获取着色器的编译输出,以查看其他相关问题是否存在其他错误,似乎顶点着色器没有编译,这解释了为什么其他两个着色器没有执行任何操作。它可以工作,但它还需要实现上述相关问题中readShader例程的修复。最后一个错误是提交代码时没有\n。除此之外,此答案还修复了所有OpenGL问题。这导致几何体着色器从不写入逐顶点输出gl_位置,这将导致编译错误,因为所有以gl_开头的名称都是为实现保留的,并且几何体着色器中的gl_位置变量是接口块的一部分,因此,这不算是正确地重新定义它。实现了所有更改请参见编辑的问题,但行为仍然相同,我将尝试获取着色器的编译输出,以查看其他相关问题是否存在其他错误,似乎顶点着色器没有编译,这解释了为什么其他两个着色器没有执行任何操作。它可以工作,但它还需要实现上述相关问题中readShader例程的修复。最后一个错误是提交代码时没有\n。除此之外,这个答案修复了所有OpenGL问题。
#version 330 core

layout (location = 0) in vec2 squareCenterPosition;

void main()
{
    gl_Position = vec4(squareCenterPosition.x, squareCenterPosition.y, 0.0, 1.0);
}
#version 330 core

layout (points) in;
layout (points, max_vertices = 1) out;

void main() {  
    vec4 gl_Position;

    gl_Position = gl_in[0].gl_Position + vec4(-0.2, -0.2, 0.0, 0.0); 
    EmitVertex();
    EndPrimitive();

    gl_Position = gl_in[0].gl_Position + vec4(-0.2, +0.2, 0.0, 0.0);
    EmitVertex();
    EndPrimitive();

    gl_Position = gl_in[0].gl_Position + vec4(+0.2, +0.2, 0.0, 0.0); 
    EmitVertex();
    EndPrimitive();

    gl_Position = gl_in[0].gl_Position + vec4(+0.2, -0.2, 0.0, 0.0);
    EmitVertex();    
    EndPrimitive();
}  
#version 330 core

in vec4 vertexColor;
out vec4 color;

void main(void) {
     color = vec4(1.0, 0.0, 0.0, 1.0);
}
package openglexample1;

import com.jogamp.common.nio.Buffers;
import com.jogamp.opengl.GL2;
import com.jogamp.opengl.GL3;
import com.jogamp.opengl.GLAutoDrawable;
import com.jogamp.opengl.GLCapabilities;
import com.jogamp.opengl.GLEventListener;
import com.jogamp.opengl.GLProfile;
import com.jogamp.opengl.awt.GLCanvas;
import com.jogamp.opengl.glu.GLU;
import java.io.BufferedWriter;
import java.io.File;
import java.io.FileWriter;
import java.io.IOException;
import java.nio.FloatBuffer;
import java.nio.file.Files;
import java.nio.file.Paths;
import java.util.Arrays;
import java.util.Vector;
import java.util.stream.Stream;
import javax.swing.JFrame;

public class WindowC extends JFrame implements GLEventListener {

    /**
     * @return the glcanvas
     */
    public GLCanvas getGlcanvas() {
        return glcanvas;
    }

    //getting the capabilities object of GL2 profile
    final private GLProfile profile;
    final private GLCapabilities capabilities;
    final private GLCanvas glcanvas;

    // GL PROGAM
    private int glProgram;

    // VAO AND VBOs
    private int vao[] = new int[1];    // VAO GROUPS VBOs, ONLY ONE USED
    private int vbo[] = new int[2];    // 2 VBOs FOR 2 SQUARES

    public WindowC() {

        // OpenGL CAPABILITIES
        profile = GLProfile.get(GLProfile.GL2);
        capabilities = new GLCapabilities(profile);

        // CANVAS
        glcanvas = new GLCanvas(capabilities);
        glcanvas.addGLEventListener(this);
        glcanvas.setSize(400, 400);

        // JFRAME
        this.getContentPane().add(glcanvas);
        this.setSize(this.getContentPane().getPreferredSize());

    }

    @Override
    public void display(GLAutoDrawable drawable) {

        GL2 gl = drawable.getGL().getGL2();

        // USE PROGRAM
        gl.glUseProgram(glProgram);

        // USE VBOs
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vbo[0]); 
        gl.glVertexAttribPointer(0, 2, gl.GL_FLOAT, false, 0, 0); // associate 0th vertex attribute with active buffer
        gl.glEnableVertexAttribArray(0); // enable the 0th vertex attribute

        // DRAW POINT
        gl.glDrawArrays(GL2.GL_POINTS, 0, 1);


    }

    @Override
    public void init(GLAutoDrawable drawable) {

        GL2 gl = drawable.getGL().getGL2();

        // CREATE PROGRAM
        glProgram = gl.glCreateProgram();

        // CREATE VERTEX SHADER
        int vertexShader = gl.glCreateShader(GL2.GL_VERTEX_SHADER);
        int geometryShader = gl.glCreateShader(GL2.GL_GEOMETRY_SHADER_BIT);
        int fragmentShader = gl.glCreateShader(GL2.GL_FRAGMENT_SHADER);

        // LOAD SOURCE CODE
        String[] vertexShaderSource = readShader("VertexShader1.glsl");
        gl.glShaderSource(vertexShader, vertexShaderSource.length, vertexShaderSource, null, 0); 
        gl.glCompileShader(vertexShader);

        String[] geometryShaderSource = readShader("GeometryShader1.glsl");
        gl.glShaderSource(geometryShader, geometryShaderSource.length, geometryShaderSource, null, 0); 
        gl.glCompileShader(geometryShader);

        String[] fragmentShaderSource = readShader("FragmentShader1.glsl");
        gl.glShaderSource(fragmentShader, fragmentShaderSource.length, fragmentShaderSource, null, 0); 
        gl.glCompileShader(fragmentShader);

        // ATTACH VERTEX SHADER TO PROGRAM, LINK AND DELETE SHADERS
        gl.glAttachShader(glProgram, vertexShader);
        gl.glAttachShader(glProgram, geometryShader);
        gl.glAttachShader(glProgram, fragmentShader);
        gl.glLinkProgram(glProgram);
        gl.glDeleteShader(vertexShader);
        gl.glDeleteShader(geometryShader);
        gl.glDeleteShader(fragmentShader);

        // CREATE VAO
        gl.glGenVertexArrays(1, vao, 0);
        gl.glBindVertexArray(vao[0]);

        // COORDINATES SQUARES
        float[] coordinatesSquare1 = new float[]{0.5f, 0.5f};

        // CREATE VBOs
        gl.glGenBuffers(1, vbo, 0);

        // POPULATE VBO 1 FOR SQUARE 1
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vbo[0]);
        FloatBuffer bufferSquare1 = Buffers.newDirectFloatBuffer(coordinatesSquare1);
        gl.glBufferData(gl.GL_ARRAY_BUFFER, bufferSquare1.limit()*4, bufferSquare1, gl.GL_STATIC_DRAW);            

    }

    @Override
    public void dispose(GLAutoDrawable drawable) {
    }

    @Override
    public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
        System.out.println("reshape");
        this.display(drawable);

    }

    private String[] readShader(String filename) {  

        Vector<String> lines = new Vector<String>();

        try (Stream<String> stream = Files.lines(Paths.get(filename))) {
            stream.forEach(x -> lines.add(x));
        } catch (IOException e) {
            e.printStackTrace();
        }

        // CONVERT VECTOR TO ARRAY
        Object[] objArray = lines.toArray();
        String[] array = Arrays.copyOf(objArray, objArray.length, String[].class);         

        return array;
    } 

}
package openglexample1;

import java.util.Date;
import java.util.concurrent.Executors;
import java.util.concurrent.ScheduledExecutorService;
import java.util.concurrent.TimeUnit;
import javax.swing.WindowConstants;

public class OpenGLExample2 {

    /**
     * @param args the command line arguments
     */
    public static void main(String[] args) {

      // THIRD WINDOW
      WindowC basicFrame3 = new WindowC();
      basicFrame3.setTitle("WindowC");        
      basicFrame3.setLocation(400,400);
      basicFrame3.setVisible(true);
      basicFrame3.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);

    }

}
package openglexample1;

import com.jogamp.common.nio.Buffers;
import com.jogamp.opengl.GL3;
import com.jogamp.opengl.GLAutoDrawable;
import com.jogamp.opengl.GLCapabilities;
import com.jogamp.opengl.GLEventListener;
import com.jogamp.opengl.GLProfile;
import com.jogamp.opengl.awt.GLCanvas;
import com.jogamp.opengl.glu.GLU;
import java.io.BufferedWriter;
import java.io.File;
import java.io.FileWriter;
import java.io.IOException;
import java.nio.FloatBuffer;
import java.nio.file.Files;
import java.nio.file.Paths;
import java.util.Arrays;
import java.util.Vector;
import java.util.stream.Stream;
import javax.swing.JFrame;

public class WindowC extends JFrame implements GLEventListener {

    /**
     * @return the glcanvas
     */
    public GLCanvas getGlcanvas() {
        return glcanvas;
    }

    //getting the capabilities object of GL2 profile
    final private GLProfile profile;
    final private GLCapabilities capabilities;
    final private GLCanvas glcanvas;

    // GL PROGAM
    private int glProgram;

    // VAO AND VBOs
    private int vao[] = new int[1];    // VAO GROUPS VBOs, ONLY ONE USED
    private int vbo[] = new int[2];    // 2 VBOs FOR 2 SQUARES

    public WindowC() {

        // OpenGL CAPABILITIES
        profile = GLProfile.get(GLProfile.GL3);
        capabilities = new GLCapabilities(profile);

        // CANVAS
        glcanvas = new GLCanvas(capabilities);
        glcanvas.addGLEventListener(this);
        glcanvas.setSize(400, 400);

        // JFRAME
        this.getContentPane().add(glcanvas);
        this.setSize(this.getContentPane().getPreferredSize());

    }

    @Override
    public void display(GLAutoDrawable drawable) {

        GL3 gl = drawable.getGL().getGL3();

        // USE PROGRAM
        gl.glUseProgram(glProgram);

        // USE VBOs
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vbo[0]); 
        gl.glVertexAttribPointer(0, 2, gl.GL_FLOAT, false, 0, 0); // associate 0th vertex attribute with active buffer
        gl.glEnableVertexAttribArray(0); // enable the 0th vertex attribute

        // DRAW POINT
        gl.glDrawArrays(GL3.GL_POINTS, 0, 1);


    }

    @Override
    public void init(GLAutoDrawable drawable) {

        GL3 gl = drawable.getGL().getGL3();

        // CREATE PROGRAM
        glProgram = gl.glCreateProgram();

        // CREATE VERTEX SHADER
        int vertexShader = gl.glCreateShader(GL3.GL_VERTEX_SHADER);
        int geometryShader = gl.glCreateShader(GL3.GL_GEOMETRY_SHADER);
        int fragmentShader = gl.glCreateShader(GL3.GL_FRAGMENT_SHADER);

        // LOAD SOURCE CODE
        String[] vertexShaderSource = readShader("VertexShader1.glsl");
        gl.glShaderSource(vertexShader, vertexShaderSource.length, vertexShaderSource, null, 0); 
        gl.glCompileShader(vertexShader);

        String[] geometryShaderSource = readShader("GeometryShader1.glsl");
        gl.glShaderSource(geometryShader, geometryShaderSource.length, geometryShaderSource, null, 0); 
        gl.glCompileShader(geometryShader);

        String[] fragmentShaderSource = readShader("FragmentShader1.glsl");
        gl.glShaderSource(fragmentShader, fragmentShaderSource.length, fragmentShaderSource, null, 0); 
        gl.glCompileShader(fragmentShader);

        // ATTACH VERTEX SHADER TO PROGRAM, LINK AND DELETE SHADERS
        gl.glAttachShader(glProgram, vertexShader);
        gl.glAttachShader(glProgram, geometryShader);
        gl.glAttachShader(glProgram, fragmentShader);
        gl.glLinkProgram(glProgram);
        gl.glDeleteShader(vertexShader);
        gl.glDeleteShader(geometryShader);
        gl.glDeleteShader(fragmentShader);

        // CREATE VAO
        gl.glGenVertexArrays(1, vao, 0);
        gl.glBindVertexArray(vao[0]);

        // COORDINATES SQUARES
        float[] coordinatesSquare1 = new float[]{0.5f, 0.5f};

        // CREATE VBOs
        gl.glGenBuffers(1, vbo, 0);

        // POPULATE VBO 1 FOR SQUARE 1
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vbo[0]);
        FloatBuffer bufferSquare1 = Buffers.newDirectFloatBuffer(coordinatesSquare1);
        gl.glBufferData(gl.GL_ARRAY_BUFFER, bufferSquare1.limit()*4, bufferSquare1, gl.GL_STATIC_DRAW);            

    }

    @Override
    public void dispose(GLAutoDrawable drawable) {
    }

    @Override
    public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
        System.out.println("reshape");
        this.display(drawable);

    }

    private String[] readShader(String filename) {  

        Vector<String> lines = new Vector<String>();

        try (Stream<String> stream = Files.lines(Paths.get(filename))) {
            stream.forEach(x -> lines.add(x));
        } catch (IOException e) {
            e.printStackTrace();
        }

        // CONVERT VECTOR TO ARRAY
        Object[] objArray = lines.toArray();
        String[] array = Arrays.copyOf(objArray, objArray.length, String[].class);         

        return array;
    } 

}
#version 330 core

layout (points) in;
layout (points, max_vertices = 4) out;

void main() {  

    gl_Position = gl_in[0].gl_Position + vec4(-0.2, -0.2, 0.0, 0.0); 
    EmitVertex();    
    EndPrimitive();

    gl_Position = gl_in[0].gl_Position + vec4(-0.2, +0.2, 0.0, 0.0);
    EmitVertex();    
    EndPrimitive();

    gl_Position = gl_in[0].gl_Position + vec4(+0.2, +0.2, 0.0, 0.0); 
    EmitVertex();    
    EndPrimitive();

    gl_Position = gl_in[0].gl_Position + vec4(+0.2, -0.2, 0.0, 0.0);
    EmitVertex();    
    EndPrimitive();
}