(这是我第二次问这个问题。上次我得到一个没有解决这个问题的答案(那里的答案提到了我尝试修复这个问题时意外留下的一些代码)。我也改变了问题本身略有不同 - 我改变了代码的顺序,将我认为错误较高的部分放在其中,并补充说我正在使用 macOS,这可能是它不起作用的原因)。
所以,我刚刚开始学习 LWJGL 3,我混合使用了几个教程和示例代码来制作一些应该使用 VAO 和 VBO 将矩形渲染到洋红色屏幕的东西。没有错误,但矩形没有出现在屏幕上(我只能看到洋红色屏幕)。我尝试使用旧的 LWJGL 管道(glBegin()
and glEnd()
)并且它确实有效,所以我尝试更改渲染代码中的随机内容以及对 VAO 和 VBO 的加载。我也尝试绑定VBO,但它没有改变任何东西。我也尝试过调试,似乎创建了一个 VAO 和一个 VBO。
有人可以看一下我的代码并看看是否有问题吗?这是(抱歉,如果它有点混乱。就像我说的,我不认为问题出在 Main 或 Window 类中,但我不知道 LWJGL 所以我想把它放在这里。如果你有时间,请也看看它们。否则,如果您能看看 Loader 和 Renderer 类,我将非常感激):
(顺便说一句,我使用的是 macOS,并且我确实打开了 -XstartOnFirstThread)。
原始模型类:
package engine.io;
public class RawModel {
private int vaoID;
private int vertexCount;
public RawModel(int vaoID, int vertexCount) {
this.vaoID = vaoID;
this.vertexCount = vertexCount;
}
public int getVaoID() {
return vaoID;
}
public int getVertexCount() {
return vertexCount;
}
}
加载器类:
package engine.io;
import java.nio.FloatBuffer;
import java.util.ArrayList;
import java.util.List;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL15;
import org.lwjgl.opengl.GL20;
import org.lwjgl.opengl.GL30;
import org.lwjgl.system.MemoryUtil;
public class Loader {
private List<Integer> vaos = new ArrayList<Integer>();
private List<Integer> vbos = new ArrayList<Integer>();
public RawModel loadToVAO(float[] positions) {
int vaoID = createVAO();
storeDataInAttributeList(0, positions);
unbindVAO();
return new RawModel(vaoID, positions.length/3);
}
private int createVAO() {
int vaoID = GL30.glGenVertexArrays();
vaos.add(vaoID);
GL30.glBindVertexArray(vaoID);
return vaoID;
}
private void storeDataInAttributeList(int attributeNumber, float[] data) {
int vboID = GL15.glGenBuffers();
vbos.add(vboID);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboID);
FloatBuffer buffer = storeDataInFloatBuffer(data);
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer, GL15.GL_STATIC_DRAW);
GL20.glVertexAttribPointer(attributeNumber, 3, GL11.GL_FLOAT, false, 0, 0);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
}
private void unbindVAO() {
GL30.glBindVertexArray(0);
}
private FloatBuffer storeDataInFloatBuffer(float[] data) {
FloatBuffer buffer = MemoryUtil.memAllocFloat(data.length);
buffer.put(data);
buffer.flip();
return buffer;
}
public void cleanUp() {
for (int vao : vaos) {
GL30.glDeleteVertexArrays(vao);
}
for (int vbo : vbos) {
GL15.glDeleteBuffers(vbo);
}
}
}
渲染器类:
package engine.io;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL15;
import org.lwjgl.opengl.GL20;
import org.lwjgl.opengl.GL30;
public class Renderer {
public void prepare() {
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);
GL11.glClearColor(1f, 0f, 1f, 1f);
}
public void render(RawModel model) {
GL30.glBindVertexArray(model.getVaoID());
GL20.glEnableVertexAttribArray(0);
GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, model.getVertexCount());
GL20.glDisableVertexAttribArray(0);
GL30.glBindVertexArray(0);
}
}
这是主类:
import org.lwjgl.*;
import org.lwjgl.glfw.*;
import org.lwjgl.opengl.*;
import org.lwjgl.system.*;
import engine.io.Loader;
import engine.io.RawModel;
import engine.io.Renderer;
import engine.io.Window;
import java.nio.*;
import static org.lwjgl.glfw.Callbacks.*;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.system.MemoryStack.*;
import static org.lwjgl.system.MemoryUtil.*;
public class Main {
private Window window;
Loader loader = new Loader();
Renderer renderer = new Renderer();
float[] vertices = {
// Left bottom triangle
-0.5f, 0.5f, 0f,
-0.5f, -0.5f, 0f,
0.5f, -0.5f, 0f,
// Right top triangle
0.5f, -0.5f, 0f,
0.5f, 0.5f, 0f,
-0.5f, 0.5f, 0f
};
RawModel model;
public void run() {
setup();
loop();
loader.cleanUp();
glfwFreeCallbacks(window.getWindowNum());
glfwDestroyWindow(window.getWindowNum());
glfwTerminate();
glfwSetErrorCallback(null).free();
}
private void loop() {
while ( !glfwWindowShouldClose(window.getWindowNum()) ) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
renderer.render(model);
glfwSwapBuffers(window.getWindowNum()); // swap the color buffers
glfwPollEvents();
}
}
public void setup() {
window = new Window(900, 300, "Flappy Bird");
window.create();
GL.createCapabilities();
GLFW.glfwMakeContextCurrent(window.getWindowNum());
model = loader.loadToVAO(vertices);
renderer.prepare();
GL11.glViewport(0, 0, 900, 300);
}
public static void main(String[] args) {
new Main().run();
}
}
这是窗口类:
package engine.io;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.system.MemoryStack.stackPush;
import static org.lwjgl.system.MemoryUtil.*;
import java.nio.IntBuffer;
//import static org.lwjgl.glfw.GLFW.*;
import org.lwjgl.glfw.GLFW;
import org.lwjgl.glfw.GLFWErrorCallback;
import org.lwjgl.glfw.GLFWVidMode;
import org.lwjgl.system.MemoryStack;
public class Window {
private int width, height;
private String title;
private long window;
public Window(int width, int height, String title) {
this.width = width;
this.height = height;
this.title = title;
}
public void create() {
GLFWErrorCallback.createPrint(System.err).set();
if (!glfwInit())
throw new IllegalStateException("Unable to initialize GLFW");
// Configure GLFW
glfwDefaultWindowHints(); // optional, the current window hints are already the default
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // the window will stay hidden after creation
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // the window will be resizable
// Create the window
window = glfwCreateWindow(width, height, "Flappy Bird", NULL, NULL);
if (window == NULL)
throw new RuntimeException("Failed to create the GLFW window");
// Get the thread stack and push a new frame
try (MemoryStack stack = stackPush()) {
IntBuffer pWidth = stack.mallocInt(1); // int*
IntBuffer pHeight = stack.mallocInt(1); // int*
// Get the window size passed to glfwCreateWindow
glfwGetWindowSize(window, pWidth, pHeight);
// Get the resolution of the primary monitor
GLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
// Center the window
glfwSetWindowPos(window, (vidmode.width() - pWidth.get(0)) / 2, (vidmode.height() - pHeight.get(0)) / 2);
} // the stack frame is popped automatically
// Setup a key callback. It will be called every time a key is pressed, repeated
// or released.
glfwSetKeyCallback(window, (window, key, scancode, action, mods) -> {
if (key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE)
glfwSetWindowShouldClose(window, true); // We will detect this in the rendering loop
});
// Make the OpenGL context current
glfwMakeContextCurrent(window);
// Enable v-sync
glfwSwapInterval(1);
// Make the window visible
glfwShowWindow(window);
}
public long getWindowNum() {
return window;
}
}