glVertexAttribPointer 出现 JOGL 错误
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【中文标题】glVertexAttribPointer 出现 JOGL 错误【英文标题】:JOGL error with glVertexAttribPointer 【发布时间】:2014-06-30 09:47:57 【问题描述】:我正在处理下面的代码(使用 VAO(Vertex Buffer Object) 和 glDrawArraysInstanced 方法)
如果我设置 useVao = false,就可以了。但是当我将其设置为 true 时,我遇到了以下异常:
javax.media.opengl.GLException: Thread[AWT-EventQueue-0,6,main] glGetError() 在调用 glVertexAttribPointer( GLArrayDataWrapper[mgl_MultiTexCoord, index -1, location 1, isVertexAttribute true , dataType 0x1406, bufferClazz 类 java.nio.FloatBuffer, 元素 4, 组件 2, stride 20b 5c, mappedElementCount 0, 缓冲区 java.nio.DirectFloatBufferU[pos=0 lim=20 cap=40], vboEnabled true, vboName 1, vboUsage 0x88e4, vboTarget 0x8892, vboOffset 12, alive true]): GL_INVALID_OPERATION (1282 0x502),
我认为 glVertexAttribPointer() 的最后一个参数(0 和 Buffers.SIZEOF_FLOAT * 3)是可疑的,但我无法纠正它。
我的试验:
-
将变量 arg0 更改为 0。
将变量步幅更改为 0。
将变量 stride 更改为 0,并将 arg0 更改为 0。
我不确定是否可以同时使用 VAO 和 glDrawArraysInstanced 方法。
有什么建议吗?
package demos.triangle;
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.nio.FloatBuffer;
import javax.media.opengl.DebugGL3;
import javax.media.opengl.GL3;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLCapabilities;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.GLProfile;
import javax.media.opengl.awt.GLJPanel;
import javax.media.opengl.fixedfunc.GLMatrixFunc;
import javax.swing.JFrame;
import javax.swing.SwingUtilities;
import com.jogamp.common.nio.Buffers;
import com.jogamp.opengl.util.FPSAnimator;
import com.jogamp.opengl.util.PMVMatrix;
public class MultTriangleVAOInstancedExperiment implements GLEventListener
private final JFrame frame;
private final FPSAnimator animator;
private final GLJPanel panel;
private final Dimension dim = new Dimension(1024, 768);
private double t0 = System.currentTimeMillis();
private float theta;
private int shaderProgram;
private int vertShader;
private int fragShader;
private int modelViewProjectionMatrixLocation;
private int transformMatrixLocation;
private static final int locPos = 1;
private static final int locCol = 2;
private static final boolean useVao = false;
// private static final boolean useVao = true;
private int[] vbo;
private int[] vao;
public static void main(String[] s)
SwingUtilities.invokeLater(new Runnable()
@Override
public void run()
new MultTriangleVAOInstancedExperiment();
);
public MultTriangleVAOInstancedExperiment()
frame = new JFrame(this.getClass().getSimpleName());
frame.setLayout(new BorderLayout());
frame.addWindowListener(new WindowAdapter()
@Override
public void windowClosing(WindowEvent e)
animator.stop();
System.exit(0);
);
GLProfile profile = GLProfile.get(GLProfile.GL3);
panel = new GLJPanel(new GLCapabilities(profile));
panel.addGLEventListener(this);
panel.setPreferredSize(dim);
frame.add(panel, BorderLayout.CENTER);
frame.pack();
frame.setVisible(true);
animator = new FPSAnimator(panel, 60, true);
animator.start();
@Override
public void init(GLAutoDrawable drawable)
GL3 gl = drawable.getGL().getGL3();
drawable.setGL(new DebugGL3(gl));
gl.glClearColor(1, 1, 1, 1);
gl.glClearDepth(1.0f);
System.err.println("Chosen GLCapabilities: " + drawable.getChosenGLCapabilities());
System.err.println("INIT GL IS: " + gl.getClass().getName());
System.err.println("GL_VENDOR: " + gl.glGetString(GL3.GL_VENDOR));
System.err.println("GL_RENDERER: " + gl.glGetString(GL3.GL_RENDERER));
System.err.println("GL_VERSION: " + gl.glGetString(GL3.GL_VERSION));
vertShader = gl.glCreateShader(GL3.GL_VERTEX_SHADER);
fragShader = gl.glCreateShader(GL3.GL_FRAGMENT_SHADER);
String[] vlines = new String[] vertexShaderString ;
int[] vlengths = new int[] vlines[0].length() ;
gl.glShaderSource(vertShader, vlines.length, vlines, vlengths, 0);
gl.glCompileShader(vertShader);
int[] compiled = new int[1];
gl.glGetShaderiv(vertShader, GL3.GL_COMPILE_STATUS, compiled, 0);
if(compiled[0] != 0)
System.out.println("Vertex shader compiled");
else
int[] logLength = new int[1];
gl.glGetShaderiv(vertShader, GL3.GL_INFO_LOG_LENGTH, logLength, 0);
byte[] log = new byte[logLength[0]];
gl.glGetShaderInfoLog(vertShader, logLength[0], (int[])null, 0, log, 0);
System.err.println("Error compiling the vertex shader: " + new String(log));
System.exit(1);
String[] flines = new String[] fragmentShaderString ;
int[] flengths = new int[] flines[0].length() ;
gl.glShaderSource(fragShader, flines.length, flines, flengths, 0);
gl.glCompileShader(fragShader);
gl.glGetShaderiv(fragShader, GL3.GL_COMPILE_STATUS, compiled, 0);
if(compiled[0] != 0)
System.out.println("Fragment shader compiled.");
else
int[] logLength = new int[1];
gl.glGetShaderiv(fragShader, GL3.GL_INFO_LOG_LENGTH, logLength, 0);
byte[] log = new byte[logLength[0]];
gl.glGetShaderInfoLog(fragShader, logLength[0], (int[])null, 0, log, 0);
System.err.println("Error compiling the fragment shader: " + new String(log));
System.exit(1);
shaderProgram = gl.glCreateProgram();
gl.glAttachShader(shaderProgram, vertShader);
gl.glAttachShader(shaderProgram, fragShader);
gl.glBindAttribLocation(shaderProgram, locPos, "VertexPosition");
gl.glBindAttribLocation(shaderProgram, locCol, "VertexColor");
gl.glLinkProgram(shaderProgram);
modelViewProjectionMatrixLocation = gl.glGetUniformLocation(shaderProgram, "uniform_Projection");
System.out.println("modelViewProjectionMatrixLocation:" + modelViewProjectionMatrixLocation);
transformMatrixLocation = gl.glGetUniformLocation(shaderProgram, "uniform_Transform");
System.out.println("transformMatrixLocation:" + transformMatrixLocation);
FloatBuffer interleavedBuffer = Buffers.newDirectFloatBuffer(vertices.length + colors.length);
for(int i = 0; i < vertices.length/3; i++)
for(int j = 0; j < 3; j++)
interleavedBuffer.put(vertices[i*3 + j]);
for(int j = 0; j < 4; j++)
interleavedBuffer.put(colors[i*4 + j]);
interleavedBuffer.flip();
vao = new int[1];
gl.glGenVertexArrays(1, vao , 0); // was 2
gl.glBindVertexArray(vao[0]);
vbo = new int[1];
gl.glGenBuffers(1, vbo, 0); //was 2
gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, vbo[0]);
gl.glBufferData(GL3.GL_ARRAY_BUFFER, interleavedBuffer.limit() * Buffers.SIZEOF_FLOAT, interleavedBuffer, GL3.GL_STATIC_DRAW);
gl.glEnableVertexAttribArray(locPos);
gl.glEnableVertexAttribArray(locCol);
//
int stride = Buffers.SIZEOF_FLOAT * (3+4);
long arg0 = Buffers.SIZEOF_FLOAT * 3;
//suspicious
gl.glVertexAttribPointer( locPos, 3, GL3.GL_FLOAT, false, stride, 0);
gl.glVertexAttribPointer( locCol, 4, GL3.GL_FLOAT, false, stride, arg0);
if(!useVao) //added
gl.glDisableVertexAttribArray(locPos);
gl.glDisableVertexAttribArray(locCol);
@Override
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height)
System.out.println("Window resized to #version 330 \n" +
"\n" +
"uniform mat4 uniform_Projection; \n" + //not used
"uniform mat4 uniform_Transform[2]; \n" +
"in vec4 VertexPosition; \n" +
"in vec4 VertexColor; \n" +
"out vec4 tmpColor; \n" +
"void main(void) \n" +
" \n" +
" tmpColor = VertexColor; \n" +
//" gl_Position = uniform_Projection * VertexPosition; \n" +
" gl_Position = uniform_Transform[gl_InstanceID] * VertexPosition; \n" +
" ";
private final String fragmentShaderString =
"#version 330\n" +
"\n" +
"in vec4 tmpColor; \n" +
"out vec4 outColor; \n" +
"void main (void) \n" +
" \n" +
" outColor = tmpColor; \n" +
" ";
private final float[] vertices =
1.0f, 0.0f, 0,
-0.5f, 0.866f, 0,
-0.5f, -0.866f, 0
;
private final float[] colors =
1.0f, 0.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
0f, 0f, 1.0f, 1f
;
【问题讨论】:
删除“gl.glBindVertexArray(0);”行后在 display() 方法结束时,异常消失了。我觉得很奇怪。 【参考方案1】:我不清楚具体的异常消息,但这是您肯定遇到的一个问题:在您的 init()
方法结束时,您为您的两个顶点属性调用 glDisableVertexAttribArray()
。此时,您的 VAO 已绑定。属性启用/禁用状态是 VAO 状态的一部分。因此,当您稍后在 display()
方法中调用 glBindVertexArray()
时,顶点属性将被禁用,并且您在没有任何启用属性的情况下进行 glDrawArraysInstanced()
调用。
要解决此问题,您应该在 init()
结束时进行 glDisableVertexAttribArray()
调用:
if (!useVao)
gl.glDisableVertexAttribArray(locPos);
gl.glDisableVertexAttribArray(locCol);
【讨论】:
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