왜 LWJGL (OpenGL을) drawElements 그릴하지 않는 이유는 무엇입니까?

Joneron :

나는 따라 시도 drawElements에 LWJGL 3.2 이상 튜토리얼 및 쿼드을 그려 내 LWJGL 응용 프로그램을 얻을. 내 코드는 성공적으로 실행하지만, (기본 창에서 떨어져) 내가 쿼드를 그린다 내 loopCycle 방법을 실행에 상관없이 아무것도 그리지 않습니다. 나는 그것이 디스플레이 (자습서)에서 GLFW (내 코드)의 변경과 관련이있다 같은데요? 나는 그것이 표시되지 않는 이유를 문제이다, 프로젝션,보기 내가 (AFAIK) 사용하지 않는 것이 모델 행렬에 대해 이야기 몇 가지 게시물을 보았다?

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;
    }
}

저는 초보자이고 아마 내가이 일을하는 데에 볼 필요가 이유가있다. 나는 거기에서 일을 할 수 있도록 뭔가를 내 응용 프로그램을 얻을 수로 보면 무엇에 대한 몇 가지 지침을 듣고 싶어요. 정말 고맙습니다! :)

다니엘 :

분명히 호출이 코드 -와 적어도 하나의 문제가있다 / 잘못된 순서로 / 스왑을 그립니다. OpenGL은 기본적으로 메인 루프 불러야 clear()먼저 몇 가지 그린 다음 호출 swapBuffers()버퍼 내용을 표시.

대신 예 : 통화 clear(확인, 버퍼를 지우), 버퍼 (버퍼가 해제되어 있기 때문에 여기에 빈 창이가 표시됩니다)을 스왑하고 다음 버퍼에 잔뜩립니다. (다음 사이클에서, 최초의 조작이 분명하다 ()가 다시)하지만 버퍼 내용이 표시되지 않습니다.

약간 수정 된 코드 아래; 나는의 사용에 대한 완전히 확실하지 않다 - 그것은 흰색 사각형을 그립니다 glBindBuffer(내가 사용 drawLine하고 drawTriangle과거에), 그러나 그것은 시작입니다.

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;
  }
}

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