Pourquoi drawElements LWJGL (OpenGL) ne dessiner?

Joneron:

J'ai essayé de suivre le LWJGL 3.2+ Tutoriel sur drawElements et obtenir ma demande de LWJGL pour dessiner un quad. Mon code fonctionne avec succès , mais ne tire rien ( en dehors de la fenêtre de base), peu importe où je lance ma méthode de loopCycle qui devrait attirer le quad. Je suppose que cela a à voir avec le changement d'affichage (Tutorial) à GLFW (mon code)? J'ai vu des messages parler de projection, Affichage et matrices du modèle que je ne l' utilise pas () afaik, est que la question pourquoi il ne montre pas?

package org.tempest.game;

import org.lwjgl.*;
import org.lwjgl.glfw.*;
import org.lwjgl.opengl.*;
import org.lwjgl.system.*;

import java.nio.*;

import static org.lwjgl.glfw.Callbacks.*;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.system.MemoryStack.*;
import static org.lwjgl.system.MemoryUtil.*;

public class Graphics {

    // The window handle
    private long window;

    // Window setup
    private final String WINDOW_TITLE = "Test";
    // 1920x1080, 1600x900 and 1200x675 are all 16:9 ratios
    private final int WIDTH = 320;
    private final int HEIGHT = 240;

    // Quad variables
    private int vaoId = 0;
    private int vboId = 0;
    private int vboiId = 0;
    private int indicesCount = 0;

    public static void main(String[] args) {
        new Graphics().run();
    }

    public void run() {
        System.out.println("Hello LWJGL " + Version.getVersion() + "!");
        init();

        setupQuad();
        loop();
        destroyOpenGL();

        // Free the window callbacks and destroy the window
        glfwFreeCallbacks(window);
        glfwDestroyWindow(window);

        // Terminate GLFW and free the error callback
        glfwTerminate();
        glfwSetErrorCallback(null).free();
    }

    private void init() {
        // Setup an error callback. The default implementation
        // will print the error message in System.err.
        GLFWErrorCallback.createPrint(System.err).set();

        // Initialize GLFW. Most GLFW functions will not work before doing this.
        if ( !glfwInit() )
            throw new IllegalStateException("Unable to initialize GLFW");

        // Configure GLFW
        glfwDefaultWindowHints(); // optional, the current window hints are already the default
        glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
        glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);

        // Create the window
        window = glfwCreateWindow(WIDTH, HEIGHT, WINDOW_TITLE, NULL, NULL);
        if ( window == NULL )
            throw new RuntimeException("Failed to create the GLFW window");

        // Setup a key callback. It will be called every time a key is pressed, repeated or released.
        glfwSetKeyCallback(window, (window, key, scancode, action, mods) -> {
            if ( key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE )
                glfwSetWindowShouldClose(window, true); // We will detect this in the rendering loop
        });

        // Get the thread stack and push a new frame
        try ( MemoryStack stack = stackPush() ) {
            IntBuffer pWidth = stack.mallocInt(1); // int*
            IntBuffer pHeight = stack.mallocInt(1); // int*

            // Get the window size passed to glfwCreateWindow
            glfwGetWindowSize(window, pWidth, pHeight);

            // Get the resolution of the primary monitor
            GLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());

            // Center the window
            glfwSetWindowPos(
                    window,
                    (vidmode.width() - pWidth.get(0)) / 2,
                    (vidmode.height() - pHeight.get(0)) / 2
            );
        } // the stack frame is popped automatically

        // Make the OpenGL context current
        glfwMakeContextCurrent(window);
        // Enable v-sync with 1
        glfwSwapInterval(0);

        // Make the window visible
        glfwShowWindow(window);
    }

    private void loop() {
        // Initialize variables for fps calculation
        long time_start = System.nanoTime();
        int frames = 0;
        final double check_fps_time = 1d;

        // Set the clear color
        glClearColor(0.2f, 0.2f, 0.2f, 0.0f);
        // TODO Where to initialize this?
        //GL11.glViewport(0, 0, WIDTH, HEIGHT);

        // Run the rendering loop until the user has attempted to close
        // the window or has pressed the ESCAPE key.
        while ( !glfwWindowShouldClose(window) ) {
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer

            glfwSwapBuffers(window); // swap the color buffers

            // Count, calculate and display fps
            frames++;
            long time_now = System.nanoTime();
            if ((double)(time_now - time_start)/1000000000 > check_fps_time) {
                int fps_prediction = (int)(frames/check_fps_time);
                System.out.println("FPS: " + fps_prediction);
                frames = 0;
                time_start = time_now;
            }

            // Poll for window events. The key callback above will only be
            // invoked during this call.
            glfwPollEvents();

            loopCycle();
        }
    }

    public void setupQuad() {
        GL.createCapabilities();
        // Vertices, the order is not important.
        float[] vertices = {
                -0.5f, 0.5f, 0f,    // Left top         ID: 0
                -0.5f, -0.5f, 0f,   // Left bottom      ID: 1
                0.5f, -0.5f, 0f,    // Right bottom     ID: 2
                0.5f, 0.5f, 0f      // Right left       ID: 3
        };
        // Sending data to OpenGL requires the usage of (flipped) byte buffers
        FloatBuffer verticesBuffer = BufferUtils.createFloatBuffer(vertices.length);
        verticesBuffer.put(vertices);
        verticesBuffer.flip();

        // OpenGL expects to draw vertices in counter clockwise order by default
        byte[] indices = {
                // Left bottom triangle
                0, 1, 2,
                // Right top triangle
                2, 3, 0
        };
        indicesCount = indices.length;
        ByteBuffer indicesBuffer = BufferUtils.createByteBuffer(indicesCount);
        indicesBuffer.put(indices);
        indicesBuffer.flip();

        // Create a new Vertex Array Object in memory and select it (bind)
        // A VAO can have up to 16 attributes (VBOs) assigned to it by default
        vaoId = GL30.glGenVertexArrays();
        GL30.glBindVertexArray(vaoId);

        // Create a new Vertex Buffer Object in memory and select it (bind)
        // A VBO is a collection of Vectors which in this case resemble the location of each vertex.
        vboId = GL15.glGenBuffers();
        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboId);
        GL15.glBufferData(GL15.GL_ARRAY_BUFFER, verticesBuffer, GL15.GL_STATIC_DRAW);
        // Put the VBO in the attributes list at index 0
        GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 0, 0);
        // Deselect (bind to 0) the VBO
        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
        // Deselect (bind to 0) the VAO
        GL30.glBindVertexArray(0);

        // Create a new VBO for the indices and select it (bind)
        vboiId = GL15.glGenBuffers();
        GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboiId);
        GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL15.GL_STATIC_DRAW);
        // Deselect (bind to 0) the VBO
        GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
    }

    public void loopCycle() {
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT);

        // Bind to the VAO that has all the information about the vertices
        GL30.glBindVertexArray(vaoId);
        GL20.glEnableVertexAttribArray(0);

        // Bind to the index VBO that has all the information about the order of the vertices
        GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboiId);

        // Draw the vertices
        GL11.glDrawElements(GL11.GL_TRIANGLES, indicesCount, GL11.GL_UNSIGNED_BYTE, 0);

        // Put everything back to default (deselect)
        GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
        GL20.glDisableVertexAttribArray(0);
        GL30.glBindVertexArray(0);
    }
    public void destroyOpenGL() {
        // Disable the VBO index from the VAO attributes list
        GL20.glDisableVertexAttribArray(0);

        // Delete the vertex VBO
        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
        GL15.glDeleteBuffers(vboId);

        // Delete the index VBO
        GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
        GL15.glDeleteBuffers(vboiId);

        // Delete the VAO
        GL30.glBindVertexArray(0);
        GL30.glDeleteVertexArrays(vaoId);
    }

    public int getWIDTH() {
        return WIDTH;
    }

    public int getHEIGHT() {
        return HEIGHT;
    }
}

Je suis un débutant et probablement il y a un certain nombre de choses que je dois regarder en faire ce travail. J'aimerais entendre quelques conseils sur ce qu'il faut examiner pour que ma demande de faire quelque chose pour que je puisse prendre les choses à partir de là. Merci beaucoup! :)

Daniele:

Il y a au moins un problème avec ce code- il appelle clairement / tirer / swap dans le mauvais ordre. Fondamentalement , avec OpenGL, la boucle principale doit appeler d' clear()abord, dessiner des choses, puis appeler swapBuffers()pour afficher le contenu du tampon.

L'exemple à la place: appels clear(ok, vider la mémoire tampon), permute les tampons (ici une fenêtre vide apparaît, puisque le tampon est effacé), et puis dessine un tas de choses dans la mémoire tampon. Mais le contenu du tampon est jamais affiché (puisque dans le prochain cycle, la première opération est à nouveau clair ()).

Ci - dessous le code légèrement modifié; il dessine un rectangle blanc - Je ne suis pas tout à fait sûr de l'utilisation de glBindBuffer(je drawLineet drawTriangledans le passé), mais il est un début.

package sample;

import org.lwjgl.*;
import org.lwjgl.glfw.*;
import org.lwjgl.opengl.*;
import org.lwjgl.system.*;
import java.nio.*;
import static org.lwjgl.glfw.Callbacks.*;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.system.MemoryStack.*;
import static org.lwjgl.system.MemoryUtil.*;

public class DrawExample {

  // The window handle
  private long window;

  // Window setup
  private final String WINDOW_TITLE = "Test";
  // 1920x1080, 1600x900 and 1200x675 are all 16:9 ratios
  private final int WIDTH = 320;
  private final int HEIGHT = 240;

  // Quad variables
  private int vaoId = 0;
  private int vboId = 0;
  private int vboiId = 0;
  private int indicesCount = 0;

  public static void main(String[] args) {
    new DrawExample().run();
  }

  public void run() {
    System.out.println("Hello LWJGL " + Version.getVersion() + "!");
    init();

    setupQuad();
    loop();
    destroyOpenGL();

    // Free the window callbacks and destroy the window
    glfwFreeCallbacks(window);
    glfwDestroyWindow(window);

    // Terminate GLFW and free the error callback
    glfwTerminate();
    glfwSetErrorCallback(null).free();
  }

  private void init() {
    // Setup an error callback. The default implementation
    // will print the error message in System.err.
    GLFWErrorCallback.createPrint(System.err).set();

    // Initialize GLFW. Most GLFW functions will not work before doing this.
    if (!glfwInit())
      throw new IllegalStateException("Unable to initialize GLFW");

    // Configure GLFW
    glfwDefaultWindowHints(); // optional, the current window hints are already the default
    glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
    glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);

    // Create the window
    window = glfwCreateWindow(WIDTH, HEIGHT, WINDOW_TITLE, NULL, NULL);
    if (window == NULL)
      throw new RuntimeException("Failed to create the GLFW window");

    // Setup a key callback. It will be called every time a key is pressed, repeated or released.
    glfwSetKeyCallback(window, (window, key, scancode, action, mods) -> {
      if (key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE)
        glfwSetWindowShouldClose(window, true); // We will detect this in the rendering loop
    });


    // Get the resolution of the primary monitor
    GLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
    // Get the thread stack and push a new frame
    try (MemoryStack stack = stackPush()) {
      IntBuffer pWidth = stack.mallocInt(1); // int*
      IntBuffer pHeight = stack.mallocInt(1); // int*

      // Get the window size passed to glfwCreateWindow
      glfwGetWindowSize(window, pWidth, pHeight);



      // Center the window
      glfwSetWindowPos(window, (vidmode.width() - pWidth.get(0)) / 2,
          (vidmode.height() - pHeight.get(0)) / 2);
    } // the stack frame is popped automatically

    // Make the OpenGL context current
    glfwMakeContextCurrent(window);
    // Enable v-sync with 1
    glfwSwapInterval(1);

    // Make the window visible
    glfwShowWindow(window);
  }

  private void loop() {
    // Initialize variables for fps calculation
    long time_start = System.nanoTime();
    int frames = 0;
    final double check_fps_time = 1d;

    // Set the clear color
    glClearColor(0.2f, 0.2f, 0.2f, 0.0f);
    // TODO Where to initialize this?
    // GL11.glViewport(0, 0, WIDTH, HEIGHT);

    // Run the rendering loop until the user has attempted to close
    // the window or has pressed the ESCAPE key.
    while (!glfwWindowShouldClose(window)) {
      // Count, calculate and display fps
      frames++;
      long time_now = System.nanoTime();
      if ((double) (time_now - time_start) / 1000000000 > check_fps_time) {
        int fps_prediction = (int) (frames / check_fps_time);
        System.out.println("FPS: " + fps_prediction);
        frames = 0;
        time_start = time_now;
      }

      // Poll for window events. The key callback above will only be
      // invoked during this call.
      glfwPollEvents();

      loopCycle();
      glfwSwapBuffers(window); // swap the color buffers

    }
  }

  public void setupQuad() {
    GL.createCapabilities();
    // Vertices, the order is not important.
    float[] vertices = {-0.5f, 0.5f, 0f, // Left top ID: 0
        -0.5f, -0.5f, 0f, // Left bottom ID: 1
        0.5f, -0.5f, 0f, // Right bottom ID: 2
        0.5f, 0.5f, 0f // Right left ID: 3
    };
    // Sending data to OpenGL requires the usage of (flipped) byte buffers
    FloatBuffer verticesBuffer = BufferUtils.createFloatBuffer(vertices.length);
    verticesBuffer.put(vertices);
    verticesBuffer.flip();

    // OpenGL expects to draw vertices in counter clockwise order by default
    byte[] indices = {
        // Left bottom triangle
        0, 1, 2,
        // Right top triangle
        2, 3, 0};
    indicesCount = indices.length;
    ByteBuffer indicesBuffer = BufferUtils.createByteBuffer(indicesCount);
    indicesBuffer.put(indices);
    indicesBuffer.flip();

    // Create a new Vertex Array Object in memory and select it (bind)
    // A VAO can have up to 16 attributes (VBOs) assigned to it by default
    vaoId = GL30.glGenVertexArrays();
    GL30.glBindVertexArray(vaoId);

    // Create a new Vertex Buffer Object in memory and select it (bind)
    // A VBO is a collection of Vectors which in this case resemble the location of each vertex.
    vboId = GL15.glGenBuffers();
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboId);
    GL15.glBufferData(GL15.GL_ARRAY_BUFFER, verticesBuffer, GL15.GL_STATIC_DRAW);
    // Put the VBO in the attributes list at index 0
    GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 0, 0);
    // Deselect (bind to 0) the VBO
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
    // Deselect (bind to 0) the VAO
    GL30.glBindVertexArray(0);

    // Create a new VBO for the indices and select it (bind)
    vboiId = GL15.glGenBuffers();
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboiId);
    GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL15.GL_STATIC_DRAW);
    // Deselect (bind to 0) the VBO
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
  }

  public void loopCycle() {
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // Bind to the VAO that has all the information about the vertices
    GL30.glBindVertexArray(vaoId);
    GL20.glEnableVertexAttribArray(0);

    // Bind to the index VBO that has all the information about the order of the vertices
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, vboiId);

    // Draw the vertices
    GL11.glDrawElements(GL11.GL_TRIANGLES, indicesCount, GL11.GL_UNSIGNED_BYTE, 0);

    // Put everything back to default (deselect)
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
    GL20.glDisableVertexAttribArray(0);
    GL30.glBindVertexArray(0);
  }

  public void destroyOpenGL() {
    // Disable the VBO index from the VAO attributes list
    GL20.glDisableVertexAttribArray(0);

    // Delete the vertex VBO
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
    GL15.glDeleteBuffers(vboId);

    // Delete the index VBO
    GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
    GL15.glDeleteBuffers(vboiId);

    // Delete the VAO
    GL30.glBindVertexArray(0);
    GL30.glDeleteVertexArrays(vaoId);
  }

  public int getWIDTH() {
    return WIDTH;
  }

  public int getHEIGHT() {
    return HEIGHT;
  }
}

Je suppose que tu aimes

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