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java无法渲染简单顶点数组

我正在从legacy迁移2D游戏->;现代OpenGL。对我来说,这意味着使用着色器和顶点数组而不是glProjectionglOrthoglBegin/glEnd

我已经将相关代码精简为一个非常基本的示例。相机在(0,0,-1)处,看着(0,0,0),我正试图用点绘制一个三角形:

(0, 0, 0)
      X
      | '
      |   '
      |     '
      X-------X
(0, 1, 0)   (1, 1, 0)

即使使用一个非常简单的着色器将所有碎片渲染为白色,我也看不到这个三角形,只看到闪烁的背景色

代码

package client.render.opengl;

import java.io.IOException;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;

import org.joml.Matrix4f;
import org.lwjgl.BufferUtils;
import org.lwjgl.glfw.GLFW;
import org.lwjgl.glfw.GLFWErrorCallback;
import org.lwjgl.opengl.GL;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL15;
import org.lwjgl.opengl.GL20;
import org.lwjgl.opengl.GL30;

import client.res.gfx.ScreenShader;

public class RenderingTest {

    private static final int NUM_VERTICES = 3;

    private static long window;
    private static int shaderProgram;
    private static int vao;
    private static int uniformLoc;
    private static Matrix4f viewProjMatrix = new Matrix4f();
    private static FloatBuffer fb16 = BufferUtils.createFloatBuffer(16);

    public static void main(String[] args) throws IOException {

        init();

        while (!GLFW.glfwWindowShouldClose(window)) {
            GLFW.glfwPollEvents();
            render();
            GLFW.glfwSwapBuffers(window);
        }
    }

    private static void init() throws IOException {

        // Setup an error callback
        GLFW.glfwSetErrorCallback(
                GLFWErrorCallback.createPrint(System.err)
        );

        // Initialise GLFW
        if (!GLFW.glfwInit()) {
            throw new IllegalStateException("Unable to initialize GLFW");
        }

        // Create window
        window = GLFW.glfwCreateWindow(800, 600, "test", 0, 0);
        GLFW.glfwMakeContextCurrent(window);
        GL.createCapabilities();
        GLFW.glfwShowWindow(window);

        // Load shader
        // Assume this code is good for now, it's too long to post here
        ScreenShader.initialise();
        shaderProgram = ScreenShader.shader.getProgram();
        uniformLoc = ScreenShader.shader.getUniformLoc(ScreenShader.UNIFORM_VIEW_PROJ_MATRIX);

        // Define our vertices
        ByteBuffer vertexBuffer = ByteBuffer.allocateDirect(NUM_VERTICES * 2 * Float.BYTES);
        vertexBuffer.putFloat(0).putFloat(0); // Vertex 1
        vertexBuffer.putFloat(0).putFloat(1); // Vertex 2
        vertexBuffer.putFloat(1).putFloat(1); // Vertex 3
        vertexBuffer.flip();

        // Create VAO
        vao = GL30.glGenVertexArrays();
        GL30.glBindVertexArray(vao);

        // Create VBO and fill it with vertex positions
        int vboIdPositions = GL15.glGenBuffers();
        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboIdPositions);
        GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertexBuffer, GL15.GL_STATIC_DRAW);
        GL20.glVertexAttribPointer(0, 2, GL11.GL_FLOAT, false, 0, 0);
        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); // Deselect

        // Unbind the VAO
        GL30.glBindVertexArray(0);
    }

    public static void render() {

        // Render a random background to prove the loop is working
        GL11.glClearColor(
                (float) (Math.random() * 0.2f),
                (float) (Math.random() * 0.2f),
                (float) (Math.random() * 0.2f),
                1.0f);
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);

        // Use shader
        GL20.glUseProgram(shaderProgram);

        // Get camera position
        float cameraX = 0;
        float cameraY = 0;

        // Set view and projection
        viewProjMatrix
                .setOrtho(
                        0,
                        800,
                        600,
                        0,
                        0.01f,
                        10
                ).lookAt(
                        cameraX, cameraY, -1,    // Camera position
                        cameraX, cameraY, 0,     // Camera "look" vector
                        0, 1, 0                  // Camera "up" vector
                );

        // Pass this matrix to our shader
        GL20.glUniformMatrix4fv(uniformLoc, false, viewProjMatrix.get(fb16));

        // Bind our vertex array
        GL30.glBindVertexArray(vao);

        // Enable vertex attributes
        GL20.glEnableVertexAttribArray(0);

        // Draw the vertices
        GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, NUM_VERTICES);

        // Disable vertex attributes
        GL20.glDisableVertexAttribArray(0);

        // Unbind vertex array
        GL30.glBindVertexArray(0);

        // Release shader
        GL20.glUseProgram(0);
    }

}

顶点着色器

#version 330

uniform mat4 view_proj_matrix;

layout(location = 0) in vec2 in_vertex;

void main(void) {
    gl_Position = view_proj_matrix * vec4(in_vertex, 0, 1);
}

片段着色器

#version 330

out vec4 frag_colour;

void main(void) {
    frag_colour = vec4(1, 1, 1, 1);
}

我不知道如何进步,因为我甚至不能让这个玩具的例子工作。有人能看到我做错了什么,或者给我举一个使用JOML和LWJGL2以及着色器的工作示例吗


共 (2) 个答案

  1. # 1 楼答案

    使用视图和投影矩阵,三角形的大小为1像素,位于屏幕左侧


    如果三角形具有坐标(0,0,0),(0,1,0),(1,1,0),则窗口的大小为(800600),并设置正交投影链接,如下所示:

    viewProjMatrix.setOrtho(0, 800, 600, 0, 0.01f, 10)
    

    三角形在屏幕上的大小为1像素

    您必须更改正交投影:

    float aspect = 800.0f/600.0f;
    viewProjMatrix.setOrtho(-aspect, aspect, 1, -1, 0.01f, 10)
    

    注意,投影矩阵描述了从场景的三维点到视口的二维点的映射。在正交投影时,视图空间中的坐标将线性映射到剪辑空间坐标


    Made it 100x bigger, still no sign of it!

    如果仅将三角形缩放为(0,0,0),(0,100,0),(100,100,0),也不会看到三角形,因为视图矩阵:

    lookAt(0, 0, -1, 0, 0, 0, 0, 1, 0 );
    

    使用该视图矩阵,x轴在Right-handed坐标系中反转。视图坐标系描述了查看场景的方向和位置。视图矩阵从世界空间变换到视图(眼睛)空间。在视图空间中,X轴向左,Y轴向上,Z轴在视图外(注意,在右手系统中,Z轴是X轴和Y轴的叉积)

    viewspace

    您的视图定义如下

    position = (0, 0, -1)
    center   = (0, 0, 0)
    up       = (0, 1, 0)
    

    y轴和z轴为:

    y-axis = up = (0, 1, 0)
    z-axis = position - center = (0, 0, -1)
    

    x轴是y轴和z轴的叉积:

    x-axis = cross(y-axis, z-axis) = (-1, 0, 0)
    

    这意味着,你看三角形的后面。这会导致三角形“翻转”出视口。它在屏幕的左侧绘制,因此您无法看到它:

            (0, 0)
                  X             -x
                / |                           |
              /   |                           |
            X  -X                           |
    (-100, 100)   |         viewport          |
                  |                           |
                  |                           |
                  |                           |
                  x             -x 
                                                (800, 600)
    

    反转视线以解决问题:

    lookAt(0, 0, 1, 0, 0, 0, 0, 1, 0 );
    
  2. # 2 楼答案

    您的着色器需要OpenGL 3.3版。要使用GLFW创建此版本的核心配置文件,您可以调用:

    GLFW.glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    GLFW.glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    GLFW.glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    window = GLFW.glfwCreateWindow(800, 600, "test", 0, 0);
    

    此外,似乎您按逆时针顺序传递顶点。因为glCullFace的默认值是back,这意味着您想要看到的一面没有被渲染。更改顶点顺序或使用glCullFace播放