java着色器不渲染到窗口
我有两种测试代码的方法。第一种方法使用顶点和纹理坐标交织在一起的单个VBO来绘制窗口的正方形。第二种方法使用一个由三个VBO组成的数组来定义顶点、纹理坐标和颜色值
第一种方法成功地将黑色正方形渲染到窗口的中心。第二种方法不渲染任何内容。我开始对RenderDoc进行故障排除,发现在“网格查看器”选项卡下,来自第一个方法的glDrawArrays()
调用列出了顶点和纹理坐标。检查来自第二个方法的glDrawArrays()
调用时,传递的所有值都是0
有人能向我解释为什么会发生这种情况以及如何解决吗
第一种方法:
public static void GenDrawQuad() {
int quadVAO = 0;
int quadVBO = 0;
float vertices[] = {
// Positions Texcoords
-0.5f, 0.5f, 0.0f, -0.5f, 0.5f,
-0.5f, -0.5f, 0.0f, -0.5f,-0.5f,
0.5f, 0.5f, 0.0f, 0.5f, 1.5f,
0.5f, -0.5f, 0.0f, 0.5f,-0.5f,
};
// Gen VAO to contain VBO
quadVAO = glGenVertexArrays();
glBindVertexArray(quadVAO);
// Gen and fill vertex buffer (VBO)
quadVBO = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
glBufferData(GL_ARRAY_BUFFER, vertices, GL_STATIC_DRAW);
// Bind vertex attributes (position, texcoords)
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, false, 5*Float.BYTES,0); //Positions
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, false, 5*Float.BYTES,3*Float.BYTES); //Texcoords
// Draw quad
glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
// Delete buffers (VBO and VAO)
glDeleteBuffers(quadVBO);
glDeleteVertexArrays(quadVAO);
}
第二种方法:
public static void GenDrawQuadAlt() {
int quadVAO = 0;
int[] quadVBO = {0, 0, 0};
Shader shaderProgram = GetShaderDefault();
float vertices[] = {
// Positions
-0.5f, 0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f
};
float[] texcoords = {
0.5f, -0.5f,
-0.5f, -0.5f,
0.5f, 0.5f,
0.5f, -0.5f
};
float[] colour = {
255, 109, 154, 255,
255, 109, 154, 255,
255, 109, 154, 255,
255, 109, 154, 255
};
// Gen VAO to contain VBO
quadVAO = glGenVertexArrays();
glBindVertexArray(quadVAO);
// Gen and fill vertex buffer (VBO)
quadVBO[0] = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, quadVBO[0]);
glBufferData(GL_ARRAY_BUFFER, vertices, GL_STATIC_DRAW);
quadVBO[1] = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, quadVBO[1]);
glBufferData(GL_ARRAY_BUFFER, texcoords, GL_STATIC_DRAW);
quadVBO[2] = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, quadVBO[2]);
glBufferData(GL_ARRAY_BUFFER, colour, GL_STATIC_DRAW);
// Bind vertex attributes (position, texcoords)
glEnableVertexAttribArray(shaderProgram.getLocs().get(LOC_VERTEX_POSITION.ShaderLocationInt));
glVertexAttribPointer(shaderProgram.getLocs().get(LOC_VERTEX_POSITION.ShaderLocationInt), 3, GL_FLOAT,
false, 0,0); //Positions
glEnableVertexAttribArray(shaderProgram.getLocs().get(LOC_VERTEX_TEXCOORD01.ShaderLocationInt));
glVertexAttribPointer(shaderProgram.getLocs().get(LOC_VERTEX_TEXCOORD01.ShaderLocationInt), 2, GL_FLOAT,
false, 0,0); //Texcoords
glEnableVertexAttribArray(shaderProgram.getLocs().get(LOC_VERTEX_COLOR.ShaderLocationInt));
glVertexAttribPointer(shaderProgram.getLocs().get(LOC_VERTEX_COLOR.ShaderLocationInt), 4, GL_FLOAT,
false, 0, 0); //Colours
// Draw quad
glUseProgram(shaderProgram.getId());
glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
glUseProgram(0);
// Delete buffers (VBO and VAO)
glDeleteBuffers(quadVBO);
glDeleteVertexArrays(quadVAO);
}
::编辑::
经过一点修改后,我现在有了以下方法,将值放置在着色器的预期位置,并提供gl_位置输出,但不会渲染到屏幕上
public static void GenDrawQuadAlt() {
int quadVAO = 0;
int[] quadVBO = {0, 0, 0, 0};
Shader shaderProgram = rlglData.getState().getCurrentShader();
float vertices[] = {
-0.5f, 0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, 0.5f, 0.0f,
0.5f, -0.5f, 0.0f
};
float[] texcoords = {
0.5f, -0.5f,
-0.5f, -0.5f,
0.5f, 0.5f,
0.5f, -0.5f
};
float[] colour = {
255, 109, 154, 255,
255, 109, 154, 255,
255, 109, 154, 255,
255, 109, 154, 255
};
int[] indices = {
0, 1, 2,
0, 2, 3
};
// Gen VAO to contain VBO
quadVAO = glGenVertexArrays();
glBindVertexArray(quadVAO);
// Gen and fill vertex buffer (VBO)
quadVBO[0] = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, quadVBO[0]);
glBufferData(GL_ARRAY_BUFFER, vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT,
false, 0,0); //Positions
glEnableVertexAttribArray(0);
quadVBO[1] = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, quadVBO[1]);
glBufferData(GL_ARRAY_BUFFER, texcoords, GL_STATIC_DRAW);
glVertexAttribPointer(1, 2, GL_FLOAT,
false, 0,0); //Texcoords
glEnableVertexAttribArray(1);
quadVBO[2] = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, quadVBO[2]);
glBufferData(GL_ARRAY_BUFFER, colour, GL_STATIC_DRAW);
glVertexAttribPointer(3, 4, GL_FLOAT,
false, 0, 0); //Colours
glEnableVertexAttribArray(3);
quadVBO[3] = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, quadVBO[3]);
glBufferData(GL_ARRAY_BUFFER, indices, GL_STATIC_DRAW);
// Draw quad
glUseProgram(shaderProgram.getId());
glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLE_STRIP, 0, vertices.length/3);
glBindVertexArray(0);
glUseProgram(0);
// Delete buffers (VBO and VAO)
glDeleteBuffers(quadVBO);
glDeleteVertexArrays(quadVAO);
}
我的顶点着色器:
#version 330
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec4 vertexColor;
out vec2 fragTexCoord;
out vec4 fragColor;
uniform mat4 mvp;
void main()
{
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
gl_Position = vec4(vertexPosition.x, vertexPosition.y, vertexPosition.z, 1.0);
}
我的片段着色器:
#version 330
in vec2 fragTexCoord;
in vec4 fragColor;
out vec4 finalColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
void main()
{
vec4 texelColor = texture(texture0, fragTexCoord);
finalColor = texelColor*colDiffuse*fragColor;
}
# 1 楼答案
^{} 将实际绑定到
GL_ARRAY_BUFFER
目标的缓冲区对象与属性相关联。在调用glVertexAttribPointer
之前,必须绑定缓冲区对象:# 2 楼答案
您正在将位置、uv、颜色缓冲到三个不同的缓冲区,所有缓冲区都指向
GL_ARRAY_BUFFER
目标。一次只能绘制/交互一个目标+缓冲区组合。此外,您在glVertexAttribpointer
中缺少正确的步幅您需要像处理第一个顶点数据一样合并顶点数据:
然后在这里使用适当的步幅:
# 3 楼答案
使用
glGetUniformLocation()
设置着色器属性后,我发现由于着色器构造函数中的错误,未定义着色器位置值。一旦我纠正了这个错误,我的四元组就被画到了屏幕上感谢所有的帮助和投入