Opengl LWJGL-GlenableVertexAttributeArray后游戏崩溃(1)

Opengl LWJGL-GlenableVertexAttributeArray后游戏崩溃(1),opengl,crash,lwjgl,vertex,pong,Opengl,Crash,Lwjgl,Vertex,Pong,我正在尝试用LWJGL创建一个乒乓球游戏。我已经成功地画出了“球棒”和球,我还可以使用W和S键使球棒上下移动 现在我尝试使用着色器为蝙蝠上色,但在尝试-glEnableVertexAttribArray(1)-启用包含颜色的第二个顶点数组(在循环中)时遇到错误。第二个顶点数组被启用,但当游戏试图绘制我的bat-gldrawerelements(GL11.GL_三角形,bat.getindiciescount(),GL11.GL_UNSIGNED_字节,0)时会崩溃 如果我删除GlenableVe

我正在尝试用LWJGL创建一个乒乓球游戏。我已经成功地画出了“球棒”和球,我还可以使用W和S键使球棒上下移动

现在我尝试使用着色器为蝙蝠上色,但在尝试-glEnableVertexAttribArray(1)-启用包含颜色的第二个顶点数组(在循环中)时遇到错误。第二个顶点数组被启用,但当游戏试图绘制我的bat-gldrawerelements(GL11.GL_三角形,bat.getindiciescount(),GL11.GL_UNSIGNED_字节,0)时会崩溃

如果我删除GlenableVertexAttributeArray(1),它会绘制球棒,并以某种方式将我的球棒涂成红色。我试图在Batt类中修改颜色信息,但什么也没发生,所以我不确定它从哪里得到颜色

我正在运行一个ArchLinuxx64系统

致命错误如下:

A fatal error has been detected by the Java Runtime Environment:
SIGSEGV (0xb) at pc=0x000000004027ef4b, pid=7664, tid=139636374128384
#
# JRE version: OpenJDK Runtime Environment (7.0_51-b31) (build 1.7.0_51-b31)
# Java VM: OpenJDK 64-Bit Server VM (24.51-b03 mixed mode linux-amd64 compressed oops)
# Problematic frame:
# C  0x000000004027ef4b
#
# Failed to write core dump. Core dumps have been disabled. To enable core dumping, try "ulimit -c unlimited" before starting Java again
#
# An error report file with more information is saved as:
# /home/borg/workspace/LWJGL-Test/hs_err_pid7664.log
#
# If you would like to submit a bug report, please include
# instructions on how to reproduce the bug and visit:
#   http://icedtea.classpath.org/bugzilla
包含其余错误的文件就是这个(我把它放在一个pastebin链接中,以便于阅读)

现在是节目本身

主要类别:

package myPackage;

import java.io.BufferedReader;
import java.io.FileReader;
import java.io.IOException;

import myPackage.Bat;
import myPackage.Ball;

import org.lwjgl.LWJGLException;
import org.lwjgl.opengl.*;

public class Test {

    // Setup variables
    private int WIDTH = 800;
    private int HEIGHT = 600;
    private String title = "PONG GAME";

    private  Bat bat;
    private Ball ball;

    //Shader variables
    private int vsId = 0;
    private int fsId = 0;
    private int pId = 0;


    public Test() {

        // Initialize
        System.out.println("-->Initializing OpenGL<--");
        setupOpenGL();
        System.out.println("OpenGL initialized");

        System.out.println("-->Preparing to draw ...<--");
        setupDraw();
        setupShaders();
        System.out.println("...Everything is initialized...");
        System.out.println("Entering loop ...");
        while (!Display.isCloseRequested()) {

            loop();

            Display.update();
            Display.sync(60);

        }
        System.out.println("--> EXITING LOOP ");
        System.out.println("-->Cleaning memory<--");
        destroyOpenGL();

    }

    public void setupOpenGL() {

        try {

            Display.setDisplayMode(new DisplayMode(WIDTH, HEIGHT)); // Create
            // the
            // display
            Display.setTitle(title);
            Display.create();
            System.out.println("Display created");

        } catch (LWJGLException e) {
            e.printStackTrace();
            System.exit(-1); // If error , exit program
        }

        GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Clears the screen with
        // black color

    }

    public void setupDraw() {

        bat = new Bat(-1f,0.3f,0,1,0.07f,0.6f);
        ball = new Ball(0.03f,0,0);

    }

    private void setupShaders() {

        // Load the vertex shader
        vsId = loadShader("/home/borg/workspace/LWJGL-Test/src/myPackage/vertex.glsl", GL20.GL_VERTEX_SHADER);
        // Load the fragment shader
        fsId = loadShader("/home/borg/workspace/LWJGL-Test/src/myPackage/fragment.glsl", GL20.GL_FRAGMENT_SHADER);

        // Create a new shader program that links both shaders
        pId = GL20.glCreateProgram();
        GL20.glAttachShader(pId, vsId);
        GL20.glAttachShader(pId, fsId);

        // Position information will be attribute 0
        GL20.glBindAttribLocation(pId, 0, "in_Position");
        // Color information will be attribute 1
        GL20.glBindAttribLocation(pId, 1, "in_Color");

        GL20.glLinkProgram(pId);
        GL20.glValidateProgram(pId);

        System.out.println("Shaders initialized");
    }

    public void loop() {

        //BAT
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT); // Clears the screen color using
        // glClearColor in setupOpenGL()


        GL20.glUseProgram(pId);

        // Bind to the VAO that has all the information about the vertices
        GL30.glBindVertexArray(bat.getVao());
        GL20.glEnableVertexAttribArray(0);
        GL20.glEnableVertexAttribArray(1);

        GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, bat.getVboi());
        System.out.println("Indices buffer bound");

        // Draw the vertices
        GL11.glDrawElements(GL11.GL_TRIANGLES, bat.getIndicesCount(), GL11.GL_UNSIGNED_BYTE, 0);
        System.out.println("Drawing bat with indices");

        // Put everything back to default (deselect)
        GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
        GL20.glDisableVertexAttribArray(0);
        GL20.glDisableVertexAttribArray(1);
        GL30.glBindVertexArray(0);
        GL20.glUseProgram(0);

        bat.readInput();

        //CIRCLE
        GL30.glBindVertexArray(ball.getVao());
        GL20.glEnableVertexAttribArray(0);

        // Draw the vertices

        GL11.glDrawArrays(GL11.GL_TRIANGLE_FAN, 0, ball.getCircleVertexSize() / 2);

        // Put everything back to default (deselect)
        GL20.glDisableVertexAttribArray(0);
        GL30.glBindVertexArray(0);

    }

    public int loadShader(String filename, int type) {
        StringBuilder shaderSource = new StringBuilder();
        int shaderID = 0;

        try {
            BufferedReader reader = new BufferedReader(new FileReader(filename));
            String line;
            while ((line = reader.readLine()) != null) {
                shaderSource.append(line).append("\n");
            }
            reader.close();
        } catch (IOException e) {
            System.err.println("Could not read file.");
            e.printStackTrace();
            System.exit(-1);
        }

        shaderID = GL20.glCreateShader(type);
        GL20.glShaderSource(shaderID, shaderSource);
        GL20.glCompileShader(shaderID);

        return shaderID;
    }


    public void destroyOpenGL() {
        // Delete the shaders
                GL20.glUseProgram(0);
                GL20.glDetachShader(pId, vsId);
                GL20.glDetachShader(pId, fsId);

                GL20.glDeleteShader(vsId);
                GL20.glDeleteShader(fsId);
                GL20.glDeleteProgram(pId);

        GL30.glBindVertexArray(bat.getVao());
        GL30.glBindVertexArray(ball.getVao());

        GL20.glDisableVertexAttribArray(0);
        GL20.glDisableVertexAttribArray(1);

        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
        GL15.glDeleteBuffers(bat.getVbo());
        GL15.glDeleteBuffers(ball.getVbo());

        GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
        GL15.glDeleteBuffers(bat.getVboi());

        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
        GL15.glDeleteBuffers(bat.getVboc());

        GL30.glBindVertexArray(0);
        GL30.glDeleteVertexArrays(bat.getVao());
        //GL30.glDeleteVertexArrays(ball.getVao());
        System.out.println("Everything deleted");
        Display.destroy();
        System.out.println("Display destroyed");
    }


    public static void main(String[] args) {

        new Test();

    }

}
顶点着色器:

#version 150

in vec4 in_Position;
in vec4 in_Color;

out vec4 pass_Color;

void main(void){
    gl_Position = in_Position;
    pass_Color = in_Color;

}

在Bat类的第88行左右,在颜色缓冲区定义之前,有一个额外的
GL30.glBindVertexArray(0)

因此,颜色缓冲区永远不会出现在正确的数组中,而是与任何内容都没有链接

package myPackage;

import java.nio.FloatBuffer;

import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL15;
import org.lwjgl.opengl.GL20;
import org.lwjgl.opengl.GL30;

public class Ball {

    float r = 0.03f;
    float x;
    float y;
    float offSetX = 0;
    float offSetY = 0;
    private int vao = 0;
    private int vbo = 0;
    float[] circleVertex ;

    public Ball(float r, float offSetX, float offSetY) {

        this.r = r;

        this.offSetX = offSetX;
        this.offSetY = offSetY;

        int SUBDIVISIONS = 20;

         circleVertex = new float[(SUBDIVISIONS) * 2];

        for (int i = 2; i < circleVertex.length; i = i + 2) {

            double angle = Math.PI * 2 * i / SUBDIVISIONS;

            x = (float) Math.cos(angle) * r;
            y = (float) Math.sin(angle) * r;

            circleVertex[i] = x + offSetX;
            circleVertex[i + 1] = y + offSetY;

        }

        circleVertex[0] = 0 + offSetX;
        circleVertex[1] = 0 + offSetY;

        FloatBuffer circleBuffer = BufferUtils
                .createFloatBuffer(circleVertex.length);
        circleBuffer.put(circleVertex);
        circleBuffer.flip();

        vao = GL30.glGenVertexArrays();
        GL30.glBindVertexArray(vao);

        vbo = GL15.glGenBuffers();
        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo);
        GL15.glBufferData(GL15.GL_ARRAY_BUFFER, circleBuffer,
                GL15.GL_STATIC_DRAW);

        GL20.glVertexAttribPointer(0, 2, GL11.GL_FLOAT, false, 0, 0);

        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
        System.out.println("Ball initialized");
    }

    public int getVao() {
        return vao;
    }

    public int getVbo() {
        return vbo;
    }

    public int getCircleVertexSize() {
        return circleVertex.length;
    }


}
#version 150

in vec4 pass_Color;

out vec4 out_Color;

void main(void) {
    out_Color = pass_Color;
}
#version 150

in vec4 in_Position;
in vec4 in_Color;

out vec4 pass_Color;

void main(void){
    gl_Position = in_Position;
    pass_Color = in_Color;

}