VAO 不使用着色器渲染颜色
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【中文标题】VAO 不使用着色器渲染颜色【英文标题】:VAO does't render in color with shaders 【发布时间】:2015-01-07 00:28:35 【问题描述】:我最近开始学习 OpenGL,我一直在尝试编写一个程序,使用带有着色器的 VAO 和 VBO 在屏幕上显示菱形。我的代码主要基于本教程: https://www.opengl.org/wiki/Tutorial2:_VAOs,_VBOs,_Vertex_and_Fragment_Shaders_%28C_/_SDL%29 我还使用了教程中的着色器。钻石应该是使用来自顶点数组对象的颜色信息绘制的,但它只是以白色绘制。着色器似乎加载得很好,所以我认为这是我的顶点和缓冲区数组对象的问题。有人可以解释为什么我的代码没有按我的预期工作,或者展示一个清晰的例子来说明如何使用颜色属性数组中的颜色来渲染 VAO。
package windows;
import java.awt.Frame;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import javax.media.opengl.GL2;
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.GLCanvas;
import javax.media.opengl.glu.GLU;
import shaders.ShaderControl2;
import com.jogamp.common.nio.Buffers;
public class Test4 implements GLEventListener
ShaderControl2 sc;
FloatBuffer vertexPos, vertexCol;
IntBuffer vao, vbo;
GLU glu = new GLU();
public static void main(String[] args)
GLProfile glp = GLProfile.getDefault();
GLCapabilities caps = new GLCapabilities(glp);
GLCanvas canvas = new GLCanvas(caps);
Test4 t = new Test4();
canvas.addGLEventListener(t);
Frame f = new Frame("TEST #4");
f.setSize(400,400);
f.add(canvas);
f.setVisible(true);
f.addWindowListener(new WindowAdapter()
public void windowClosing(WindowEvent e)
System.exit(0);
);
@Override
public void display(GLAutoDrawable drawable)
GL2 gl = drawable.getGL().getGL2();
gl.glClearColor(0, 0, 0, 1f);
gl.glClear(GL2.GL_COLOR_BUFFER_BIT);
sc.useShader(gl);
gl.glBindVertexArray(vao.get(0));
gl.glEnableVertexAttribArray(0);
gl.glEnableVertexAttribArray(1);
gl.glDrawArrays(GL2.GL_LINE_LOOP, 0 , 4);
sc.dontUseShader(gl);
@Override
public void dispose(GLAutoDrawable drawable)
// TODO Auto-generated method stub
@Override
public void init(GLAutoDrawable drawable)
GL2 gl = drawable.getGL().getGL2();
System.out.println(gl.glGetString(GL2.GL_VERSION));
vertexPos = Buffers.newDirectFloatBuffer(8);
vertexPos.put(new float[]0f, 1f);
vertexPos.put(new float[]1f, 0f);
vertexPos.put(new float[]0f, -1f);
vertexPos.put(new float[]-1f, 0);
vertexPos.flip();
vertexCol = Buffers.newDirectFloatBuffer(12);
vertexCol.put(new float[]1f, 0f, 0f);
vertexCol.put(new float[]0f, 1f, 0f);
vertexCol.put(new float[]0f, 0f, 1f);
vertexCol.put(new float[]1f, 1f, 1f);
vertexCol.flip();
vao = IntBuffer.allocate(1);
vbo = IntBuffer.allocate(2);
gl.glGenVertexArrays(1, vao);
gl.glGenBuffers(2, vbo);
int bytesPerFloat = Float.SIZE/Byte.SIZE;
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, vbo.get(0));
gl.glBufferData(GL2.GL_ARRAY_BUFFER, vertexPos.capacity() * bytesPerFloat, vertexPos, GL2.GL_STATIC_DRAW);
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, vbo.get(1));
gl.glBufferData(GL2.GL_ARRAY_BUFFER, vertexCol.capacity() * bytesPerFloat, vertexCol, GL2.GL_STATIC_DRAW);
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, 0);
gl.glBindVertexArray(vao.get());
gl.glEnableVertexAttribArray(0);
gl.glEnableVertexAttribArray(1);
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, vbo.get(0));
gl.glVertexAttribPointer(0, 2, GL2.GL_FLOAT, false, 0, 0);
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, vbo.get(1));
gl.glVertexAttribPointer(1, 3, GL2.GL_FLOAT, false, 0, 0);
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, 0);
sc = new ShaderControl2();
sc.vSrc = sc.loadShader("v.txt");
sc.fSrc = sc.loadShader("f.txt");
@Override
public void reshape(GLAutoDrawable drawable, int x, int y, int width,
int height)
ShaderControl2 代码:
package shaders;
import java.io.BufferedReader;
import java.io.InputStream;
import java.io.InputStreamReader;
import java.nio.ByteBuffer;
import java.nio.IntBuffer;
import javax.media.opengl.*;
public class ShaderControl2
private int vertexShaderProg, fragmentShaderProg, shaderProg;
public String[] vSrc, fSrc;
public String[] loadShader(String sFile)
String line = new String();
StringBuilder fileContent = new StringBuilder();
try
InputStream is = getClass().getResourceAsStream(sFile);
BufferedReader br = new BufferedReader(new InputStreamReader(is));
while((line = br.readLine()) != null)
fileContent.append(line + "\n");
is.close();
catch(Exception e)
e.printStackTrace();
System.out.println("Shader file content:\n" + fileContent);
return new String[]fileContent.toString();
public void attachShader(GL2 gl)
IntBuffer isCompiledVS = IntBuffer.allocate(1), isCompiledFS = IntBuffer.allocate(1), isLinked = IntBuffer.allocate(1);
IntBuffer vLogLength = IntBuffer.allocate(1), fLogLength = IntBuffer.allocate(1), linkLogLength = IntBuffer.allocate(1);
ByteBuffer vertexInfoLog, fragmentInfoLog, linkInfoLog;
int size;
vertexShaderProg = gl.glCreateShader(GL2.GL_VERTEX_SHADER);
gl.glShaderSource(vertexShaderProg, 1, vSrc, null);
gl.glCompileShader(vertexShaderProg);
gl.glGetShaderiv(vertexShaderProg, GL2.GL_COMPILE_STATUS, isCompiledVS);
if(isCompiledVS.get(0) == 0)
System.out.println("Failed to compile vertexShaderProg");
gl.glGetShaderiv(vertexShaderProg, GL2.GL_INFO_LOG_LENGTH, vLogLength);
size = vLogLength.get(0);
vertexInfoLog = ByteBuffer.allocate(size);
gl.glGetShaderInfoLog(vertexShaderProg, size, vLogLength, vertexInfoLog);
for(byte b : vertexInfoLog.array())
System.err.print((char)b);
fragmentShaderProg = gl.glCreateShader(GL2.GL_VERTEX_SHADER);
gl.glShaderSource(fragmentShaderProg, 1, vSrc, null);
gl.glCompileShader(fragmentShaderProg);
gl.glGetShaderiv(fragmentShaderProg, GL2.GL_COMPILE_STATUS, isCompiledFS);
if(isCompiledFS.get(0) == 0)
System.out.println("Failed to compile fragmentShaderProg");
gl.glGetShaderiv(fragmentShaderProg, GL2.GL_INFO_LOG_LENGTH, fLogLength);
size = fLogLength.get(0);
fragmentInfoLog = ByteBuffer.allocate(size);
gl.glGetShaderInfoLog(fragmentShaderProg, size, fLogLength, fragmentInfoLog);
for(byte b : fragmentInfoLog.array())
System.err.print((char)b);
shaderProg = gl.glCreateProgram();
gl.glAttachShader(shaderProg, vertexShaderProg);
gl.glAttachShader(shaderProg, fragmentShaderProg);
gl.glBindAttribLocation(shaderProg, 0, "in_Position");
gl.glBindAttribLocation(shaderProg, 1, "in_Color");
gl.glLinkProgram(shaderProg);
gl.glGetProgramiv(shaderProg, GL2.GL_LINK_STATUS, isLinked);
if(isLinked.get(0) == 0)
System.out.println("Failed to link shaderProg");
gl.glGetShaderiv(shaderProg, GL2.GL_INFO_LOG_LENGTH, linkLogLength);
size = linkLogLength.get(0);
linkInfoLog = ByteBuffer.allocate(size);
gl.glGetProgramInfoLog(shaderProg, size, linkLogLength, linkInfoLog);
for(byte b : linkInfoLog.array())
System.err.print((char)b);
public int useShader(GL2 gl)
gl.glUseProgram(shaderProg);
return shaderProg;
public void dontUseShader(GL2 gl)
gl.glUseProgram(0);
着色器代码
f.txt:
#version 210
// It was expressed that some drivers required this next line to function properly
precision highp float;
in vec3 ex_Color;
out vec4 gl_FragColor;
void main(void)
// Pass through our original color with full opacity.
gl_FragColor = vec4(ex_Color,1.0);
v.txt:
#version 210
// in_Position was bound to attribute index 0 and in_Color was bound to attribute index 1
in vec2 in_Position;
in vec3 in_Color;
// We output the ex_Color variable to the next shader in the chain
out vec3 ex_Color;
void main(void)
// Since we are using flat lines, our input only had two points: x and y.
// Set the Z coordinate to 0 and W coordinate to 1
gl_Position = vec4(in_Position.x, in_Position.y, 0.0, 1.0);
// GLSL allows shorthand use of vectors too, the following is also valid:
// gl_Position = vec4(in_Position, 0.0, 1.0);
// We're simply passing the color through unmodified
ex_Color = in_Color;
【问题讨论】:
您确定颜色属性位于位置 1 吗?您可以在顶点着色器代码中使用位置布局限定符来设置它,或者在链接着色器程序之前使用glBindAttribLocation()
调用。
是的,就在我附加两个着色器之后和链接程序之前,我使用 glBindAttribLocation(shaderProg, 0, "in_Position") 和 gl.glBindAttribLocation(shaderProg, 1, "in_Color ") 在 ShaderControl2 的 attachShaders 方法中
对我来说,这段代码看起来不错。你可以添加着色器吗?两个额外的提示,第一:重新启用显示中的顶点属性不是必需的,因为这已经存储在 vao.xml 中。第二:我会在初始化后解除绑定 vao 以确保以后的调用会影响它的状态。
感谢您的提示。我有一种感觉,我正在使用一些不需要它们的方法调用。我在原始帖子中发布了我的着色器代码和来自 ShaderControl2 的代码。也许问题出在那个代码中..
#version 210
? ...wat
【参考方案1】:
你只看到白线是因为着色器程序根本没有被使用。
我看不到你在哪里调用附加着色器(你从不调用 sc.attachShader(gl),我在 init 方法的末尾添加了 sc.attachShader(gl)。
现在会出现很多错误。
在 attachshader 中,当您创建 fragmentShaderProg 时,您将其创建为 GL_VERTEX_SHADER,它应该是 GL_FRAGMENT_SHADER,并且在其下方您将发送顶点着色器的源来代替片段着色器。
210版本的GLSL语言不存在,改成130版本。GLSL版本的一点是它独立于OpenGL版本,https://github.com/mattdesl/lwjgl-basics/wiki/GLSL-Versions
#version 130
现在添加到 init 方法的末尾
sc.attachShader(gl)
改变
fragmentShaderProg = gl.glCreateShader(GL2.GL_VERTEX_SHADER);
gl.glShaderSource(fragmentShaderProg, 1, vSrc, null);
为
fragmentShaderProg = gl.glCreateShader(GL2.GL_FRAGMENT_SHADER);
gl.glShaderSource(fragmentShaderProg, 1, fSrc, null);
现在可以了。
【讨论】:
非常感谢!我知道这些可能看起来像愚蠢的错误,但我自己解决了很多麻烦,因为我什至不知道我正确的代码是否真的正确。 不客气,我学习opengl有一段时间了,相信我,我对这些错误并不陌生以上是关于VAO 不使用着色器渲染颜色的主要内容,如果未能解决你的问题,请参考以下文章