[我正在用Java用lwjgl 3开发游戏,并且运行正常,但是当我要使用着色器时,OpenGL发送STACK_UNDERFLOW错误(1284)。
我正在使用3个缓冲区:顶点缓冲区,颜色缓冲区,索引缓冲区;
我的旧代码:
private int vbo;
private int cbo;
private int ibo;
private FloatBuffer buffer;
private FloatBuffer colorBuffer;
private IntBuffer indexBuffer;
private IcoSphere sphere;
int radius = 200;
@Override
public void init() {
sphere = new IcoSphere(9, radius);
sphere.generate();
generateBuffer();
}
private void generateBuffer() {
buffer = BufferUtils.createFloatBuffer(sphere.getVertexCount() * 3);
colorBuffer = BufferUtils.createFloatBuffer(sphere.getFacesCount() * 4 * 4);
indexBuffer = BufferUtils.createIntBuffer(sphere.getFacesCount());
Random r = new Random();
OpenSimplexNoise noise = new OpenSimplexNoise();
ArrayList<Vector3f> vertex = sphere.getVertex();
float[] v = new float[vertex.size() * 3];
for (int i = 0; i < vertex.size(); i++) {
vertex.get(i).normalize();
vertex.get(i).mul(sphere.getRadius() + (float) noise.eval(
vertex.get(i).x * 8,
vertex.get(i).y * 8,
vertex.get(i).z * 8
) * 12);
v[i * 3 + 0] = vertex.get(i).x;
v[i * 3 + 1] = vertex.get(i).y;
v[i * 3 + 2] = vertex.get(i).z;
}
buffer.put(sphere.getVertexArray());
indexBuffer.put(sphere.getIndexArray());
for (int i = 0; i < sphere.getFacesCount(); i++) {
colorBuffer.put(new float[] {
r.nextFloat(), r.nextFloat(), r.nextFloat(), 1,
r.nextFloat(), r.nextFloat(), r.nextFloat(), 1,
r.nextFloat(), r.nextFloat(), r.nextFloat(), 1
});
}
buffer.flip();
colorBuffer.flip();
indexBuffer.flip();
createBuffer();
}
private void createBuffer() {
vbo = glGenBuffers();
cbo = glGenBuffers();
ibo = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, buffer, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, cbo);
glBufferData(GL_ARRAY_BUFFER, colorBuffer, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexBuffer, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
@Override
public void update() {
}
@Override
public void render() {
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexPointer(3, GL_FLOAT, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, cbo);
glColorPointer(4, GL_FLOAT, 0, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glDrawElements(GL_TRIANGLES, sphere.getFacesCount() * 3, GL_UNSIGNED_INT, 0);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
}
添加着色器后的新代码:
GlUtils.glCall(()-> ..);用于捕获opengl错误。
private int vbo;
private int cbo;
private int ibo;
private FloatBuffer buffer;
private FloatBuffer colorBuffer;
private IntBuffer indexBuffer;
private IcoSphere sphere;
int radius = 200;
@Override
public void init() {
sphere = new IcoSphere(9, radius);
sphere.generate();
generateBuffer();
}
private void generateBuffer() {
buffer = BufferUtils.createFloatBuffer(sphere.getVertexCount() * 3);
colorBuffer = BufferUtils.createFloatBuffer(sphere.getFacesCount() * 4 * 4);
indexBuffer = BufferUtils.createIntBuffer(sphere.getFacesCount());
Random r = new Random();
OpenSimplexNoise noise = new OpenSimplexNoise();
ArrayList<Vector3f> vertex = sphere.getVertex();
float[] v = new float[vertex.size() * 3];
for (int i = 0; i < vertex.size(); i++) {
vertex.get(i).normalize();
vertex.get(i).mul(sphere.getRadius() + (float) noise.eval(
vertex.get(i).x * 8,
vertex.get(i).y * 8,
vertex.get(i).z * 8
) * 12);
v[i * 3 + 0] = vertex.get(i).x;
v[i * 3 + 1] = vertex.get(i).y;
v[i * 3 + 2] = vertex.get(i).z;
}
buffer.put(sphere.getVertexArray());
indexBuffer.put(sphere.getIndexArray());
for (int i = 0; i < sphere.getFacesCount(); i++) {
colorBuffer.put(new float[] {
r.nextFloat(), r.nextFloat(), r.nextFloat(), 1,
r.nextFloat(), r.nextFloat(), r.nextFloat(), 1,
r.nextFloat(), r.nextFloat(), r.nextFloat(), 1
});
}
buffer.flip();
colorBuffer.flip();
indexBuffer.flip();
createBuffer();
}
private void createBuffer() {
vbo = glGenBuffers();
cbo = glGenBuffers();
ibo = glGenBuffers();
GlUtils.glCall(() -> glBindBuffer(GL_ARRAY_BUFFER, vbo));
GlUtils.glCall(() -> glBufferData(GL_ARRAY_BUFFER, buffer, GL_STATIC_DRAW));
GlUtils.glCall(() -> glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0));
GlUtils.glCall(() -> glBindBuffer(GL_ARRAY_BUFFER, cbo));
GlUtils.glCall(() -> glBufferData(GL_ARRAY_BUFFER, colorBuffer, GL_STATIC_DRAW));
GlUtils.glCall(() -> glVertexAttribPointer(1, 4, GL_FLOAT, false, 0, 0));
GlUtils.glCall(() -> glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo));
GlUtils.glCall(() -> glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexBuffer, GL_STATIC_DRAW));
GlUtils.glCall(() -> glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
GlUtils.glCall(() -> glBindBuffer(GL_ARRAY_BUFFER, 0));
}
@Override
public void update() {
}
@Override
public void render() {
Shader.MAIN.bind();
GlUtils.glCall(() -> glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0));
GlUtils.glCall(() -> glEnableVertexAttribArray(0));
GlUtils.glCall(() -> glEnableVertexAttribArray(1));
GlUtils.glCall(() -> glDrawElements(GL_TRIANGLES, indexBuffer));
GlUtils.glCall(() -> glDisableVertexAttribArray(0));
GlUtils.glCall(() -> glDisableVertexAttribArray(1));
Shader.MAIN.unbind();
}
我的着色器:
碎片
#version 410
out vec4 vertColor;
void main(){
gl_FragColor = vertColor;
}
Vert
#version 410
layout (location=0) in vec3 position;
void main()
{
gl_Position = vec4(position, 1.0);
}
使用着色器程序时,可以使用客户端功能,以与以前相同的方式绘制网格。您要做的就是使用glEnableVertexAttribArray
和glVertexAttribPointer
而不是glEnableClientState
,glVertexPointer
和glColorPointer
:
创建缓冲区:
vbo = glGenBuffers();
cbo = glGenBuffers();
ibo = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, buffer, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, cbo);
glBufferData(GL_ARRAY_BUFFER, colorBuffer, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexBuffer, GL_STATIC_DRAW);
绘制网格
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, cbo);
glVertexAttribPointer(1, 4, GL_FLOAT, false, 0, 0);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glDrawElements(GL_TRIANGLES, sphere.getFacesCount() * 3, GL_UNSIGNED_INT, 0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
您实际要做的是使用默认的Vertex Array Object(0)作为规格。注意,默认的VAO(0)仅在兼容性配置文件OpenGL Context中有效。
这可以通过使用命名的Vertex Array Object进行改进。注意,您必须在核心配置文件OpenGL Context中使用命名的VAO:
private int vao;
vao = glGenVertexArrays();
vbo = glGenBuffers();
cbo = glGenBuffers();
ibo = glGenBuffers();
glBindVertexArray(vao);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, buffer, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, cbo);
glBufferData(GL_ARRAY_BUFFER, colorBuffer, GL_STATIC_DRAW);
glVertexAttribPointer(1, 4, GL_FLOAT, false, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexBuffer, GL_STATIC_DRAW);
glBindVertexArray(0);
顶点数组规范在顶点数组对象中说明。因此,不需要glDisableVertexAttribArray
。此外,Index buffers(GL_ELEMENT_ARRAY_BUFFER
)在VAO中也有说明。 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
将破坏绑定。
现在在绘制网格时绑定VAO就足够了:
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, sphere.getFacesCount() * 3, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
您有2种颜色属性,即顶点坐标和颜色。这2个属性是Vertex Shader的输入。顶点坐标用于设置gl_Position
。颜色必须传递到Fragment Shader。它是顶点着色器的输出,也是片段着色器的输入。在片段着色器中,颜色被写入gl_FragColor
:
顶点着色器:
layout (location=0) in vec3 position;
layout (location=1) in vec4 color;
void main()
{
vertColor = color;
gl_Position = vec4(position, 1.0);
}
片段着色器:
#version 410
in vec4 vertColor;
void main()
{
gl_FragColor = vertColor;
}