简体   繁体   English

纹理映射和光照顶点着色器ErrorJava OpenGL

[英]Texture Mapping and Lighting Vertex Shader ErrorJava OpenGL

I am trying to map texture to a 3D cube and trying to write shaders so that it has lighting and texture. 我正在尝试将纹理映射到3D立方体并尝试编写着色器以使其具有光照和纹理。

I have tried writing texture shader only and it works. 我曾尝试过只编写纹理着色器而且有效。 I have also tried lighting shader only with 3D values set to red color, and that light shader works too. 我也尝试过将光照着色器设置为红色的3D值,并且该光着色器也可以。 But when i try to combine that two, I am having problem. 但是,当我尝试将这两者结合起来时,我遇到了问题。 I have provided my code below, but i am getting error that 我在下面提供了我的代码,但是我收到了错误

Attached vertex shader is not compiled. 附加的顶点着色器未编译。 Shader could not be linked. Shader无法链接。

Vertex Shader 顶点着色器

#version 330 core

layout(location = 0) in vec4 vPosition;
layout(location = 1) in vec3 vNormal;
layout(location = 2) in vec2 VTexCoord;

out vec4 color;
out vec2 texCoord;

uniform mat4 ModelView;
uniform mat4 NormalTransform;
uniform mat4 Projection;
uniform vec4 LightPosition;
uniform vec4 AmbientProduct, DiffuseProduct, SpecularProduct;
uniform float Shininess;

void main()
{
// Transform vertex position into eye coordinates
vec3 ecPosition = (ModelView * vPosition).xyz;
// Here light position is defined in eye coordinates
vec3 L = normalize( LightPosition.xyz - ecPosition );
vec3 E = normalize( -ecPosition );
vec3 H = normalize( L + E );

// Transform vertex normal into eye coordinates
vec3 N = normalize((NormalTransform *vec4(vNormal,0)).xyz);

// Compute terms in the illumination equation
vec4 ambient = AmbientProduct;

float Kd = max( dot(L, N), 0.0 );
vec4  diffuse = Kd*DiffuseProduct;

float Ks = pow( max(dot(N, H), 0.0), Shininess );
vec4  specular = Ks * SpecularProduct;

if( dot(L, N) < 0.0 ) {
specular = vec4(0.0, 0.0, 0.0, 1.0);
} 


gl_Position = Projection * ModelView * vPosition;
texCoord    = vTexCoord;
color = ambient + diffuse + specular;
color.a = 1.0;
}

Fragment Shader 片段着色器

#version 330 core

in  vec4 color;
in  vec2 texCoord;

out vec4 fColor;

uniform sampler2D tex;

void main()
{
// fColor =  texture( tex, texCoord );

vec4 t = texture( tex, texCoord );
fColor = 0.1*color + 0.9* t;
//  fColor = color*(1-t) + vec4(0.8,0.5,0.3,1)* t;
  }

Compilation Linkage 编译链接

    int vShader = gl.glCreateShader(GL_VERTEX_SHADER);
    int fShader = gl.glCreateShader(GL_FRAGMENT_SHADER);

    gl.glShaderSource(vShader, 1, vSource, null);
    gl.glShaderSource(fShader, 1, fSource, null);

    gl.glCompileShader(vShader);
    gl.glCompileShader(fShader);

    program = gl.glCreateProgram();
    gl.glAttachShader(program, fShader);
    gl.glAttachShader(program, vShader);

    gl.glLinkProgram(program);

I have tried to get log file. 我试图获取日志文件。 在此输入图像描述

I am not certain but the problem may be caused by that exception from log file. 我不确定,但问题可能是由日志文件中的异常引起的。

Internal exceptions (10 events):
Event: 0.035 Thread 0x0000000002950800 Exception <a 'java/lang/NoSuchMethodError': Method sun.misc.Unsafe.defineClass(Ljava/lang/String;[BII)Ljava/lang/Class; name or signature does not match> (0x000000076b78cf50) thrown at [C:\re\workspace\8-2-build-windows-amd64-cygwin\jdk8u66\5298\hotspot\srv„;…їЎ?
Event: 0.035 Thread 0x0000000002950800 Exception <a 'java/lang/NoSuchMethodError': Method sun.misc.Unsafe.prefetchRead(Ljava/lang/Object;J)V name or signature does not match> (0x000000076b78d238) thrown at [C:\re\workspace\8-2-build-windows-amd64-cygwin\jdk8u66\5298\hotspot\src\share\vm\prims\j‘ћ·¬QЉё?
Event: 0.096 Thread 0x0000000002950800 Exception <a 'java/security/PrivilegedActionException'> (0x000000076b82b230) thrown at [C:\re\workspace\8-2-build-windows-amd64-cygwin\jdk8u66\5298\hotspot\src\share\vm\prims\jvm.cpp, line 1386]
Event: 0.096 Thread 0x0000000002950800 Exception <a 'java/security/PrivilegedActionException'> (0x000000076b82b440) thrown at [C:\re\workspace\8-2-build-windows-amd64-cygwin\jdk8u66\5298\hotspot\src\share\vm\prims\jvm.cpp, line 1386]
Event: 0.096 Thread 0x0000000002950800 Exception <a 'java/security/PrivilegedActionException'> (0x000000076b82efe8) thrown at [C:\re\workspace\8-2-build-windows-amd64-cygwin\jdk8u66\5298\hotspot\src\share\vm\prims\jvm.cpp, line 1386]
Event: 0.096 Thread 0x0000000002950800 Exception <a 'java/security/PrivilegedActionException'> (0x000000076b82f1f8) thrown at [C:\re\workspace\8-2-build-windows-amd64-cygwin\jdk8u66\5298\hotspot\src\share\vm\prims\jvm.cpp, line 1386]
Event: 0.103 Thread 0x0000000002950800 Exception <a 'java/io/FileNotFoundException'> (0x000000076b833d80) thrown at [C:\re\workspace\8-2-build-windows-amd64-cygwin\jdk8u66\5298\hotspot\src\share\vm\prims\jni.cpp, line 709]
Event: 0.140 Thread 0x0000000002950800 Exception <a 'java/lang/NoSuchFieldError': method resolution failed> (0x000000076bb8bcd8) thrown at [C:\re\workspace\8-2-build-windows-amd64-cygwin\jdk8u66\5298\hotspot\src\share\vm\prims\methodHandles.cpp, line 1146]
Event: 0.141 Thread 0x0000000002950800 Exception <a 'java/lang/NoSuchFieldError': method resolution failed> (0x000000076bb990a8) thrown at [C:\re\workspace\8-2-build-windows-amd64-cygwin\jdk8u66\5298\hotspot\src\share\vm\prims\methodHandles.cpp, line 1146]
Event: 0.175 Thread 0x0000000002950800 Exception <a 'java/io/FileNotFoundException'> (0x000000076bc2dc50) thrown at [C:\re\workspace\8-2-build-windows-amd64-cygwin\jdk8u66\5298\hotspot\src\share\vm\prims\jni.cpp, line 709]

Log stack frame: 日志堆栈框架:

Java frames: (J=compiled Java code, j=interpreted, Vv=VM code)
j  jogamp.opengl.gl4.GL4bcImpl.dispatch_glGetShaderInfoLog1(IILjava/lang/Object;IZLjava/lang/Object;IZJ)V+0
j  jogamp.opengl.gl4.GL4bcImpl.glGetShaderInfoLog(IILjava/nio/IntBuffer;Ljava/nio/ByteBuffer;)V+123
j  Basic.ShaderProg.loadShaders(Lcom/jogamp/opengl/GL3;)V+157
j  Basic.ShaderProg.<init>(Lcom/jogamp/opengl/GL3;Ljava/lang/String;Ljava/lang/String;)V+16
j  VCCW04$Renderer.init(Lcom/jogamp/opengl/GLAutoDrawable;)V+358
j  jogamp.opengl.GLDrawableHelper.init(Lcom/jogamp/opengl/GLEventListener;Lcom/jogamp/opengl/GLAutoDrawable;Z)V+2
j  jogamp.opengl.GLDrawableHelper.init(Lcom/jogamp/opengl/GLAutoDrawable;Z)V+81
j  jogamp.opengl.GLAutoDrawableBase$1.run()V+26
j  jogamp.opengl.GLDrawableHelper.invokeGLImpl(Lcom/jogamp/opengl/GLDrawable;Lcom/jogamp/opengl/GLContext;Ljava/lang/Runnable;Ljava/lang/Runnable;)V+197
j  jogamp.opengl.GLDrawableHelper.invokeGL(Lcom/jogamp/opengl/GLDrawable;Lcom/jogamp/opengl/GLContext;Ljava/lang/Runnable;Ljava/lang/Runnable;)V+72
j  com.jogamp.newt.opengl.GLWindow.display()V+90
j  jogamp.opengl.GLAutoDrawableBase.defaultWindowResizedOp(II)V+206
j  com.jogamp.newt.opengl.GLWindow.access$200(Lcom/jogamp/newt/opengl/GLWindow;II)V+3
j  com.jogamp.newt.opengl.GLWindow$2.windowResized(Lcom/jogamp/newt/event/WindowEvent;)V+18
j  jogamp.newt.WindowImpl.consumeWindowEvent(Lcom/jogamp/newt/event/WindowEvent;)V+234
j  jogamp.newt.WindowImpl.sendWindowEvent(I)V+14
j  jogamp.newt.WindowImpl.setVisibleActionImpl(Z)V+691
j  jogamp.newt.WindowImpl$VisibleAction.run()V+8
j  com.jogamp.common.util.RunnableTask.run()V+198
j  jogamp.newt.DefaultEDTUtil$NEDT.run()V+221
v  ~StubRoutines::call_stub

As I have post early we must check shader compilation linkage state before using is. 由于我早发,我们必须在使用之前检查着色器编译链接状态。

I do this in that way (OpenGL-ES 2.0): 我这样做(OpenGL-ES 2.0):

    m_nVertexShader = glCreateShader(GL_VERTEX_SHADER);
    m_nPixelShader = glCreateShader(GL_FRAGMENT_SHADER);


    glShaderSource(m_nVertexShader, 1, &lpszVertexBuffer, NULL);
    glShaderSource(m_nPixelShader, 1, &lpszFragmentBuffer, NULL);

    glCompileShader(m_nVertexShader);

    int iIsOk = 0;

    glGetShaderiv(m_nVertexShader, GL_COMPILE_STATUS, &iIsOk);

    if(!iIsOk)
    {
        GLint infoLen = 0;

        glGetShaderiv(m_nVertexShader, GL_INFO_LOG_LENGTH, &infoLen);

        if(infoLen > 1)
        {
            char* infoLog = (char*)malloc(sizeof(char) * infoLen);

            glGetShaderInfoLog(m_nVertexShader, infoLen, NULL, infoLog);


            QMessageBox::warning(this, QString("Error"),
                                 QString(infoLog), QMessageBox::Yes | QMessageBox::Cancel, QMessageBox::Yes);

            free(infoLog);
        }

        glDeleteShader(m_nVertexShader);

        return;
    }

    glCompileShader(m_nPixelShader);

    glGetShaderiv(m_nPixelShader, GL_COMPILE_STATUS, &iIsOk);

    if(!iIsOk)
    {
        GLint infoLen = 0;

        glGetShaderiv(m_nPixelShader, GL_INFO_LOG_LENGTH, &infoLen);

        if(infoLen > 1)
        {
            char* infoLog = (char*)malloc(sizeof(char) * infoLen);

            glGetShaderInfoLog(m_nPixelShader, infoLen, NULL, infoLog);


            QMessageBox::warning(this, QString("Error"),
                                 QString(infoLog), QMessageBox::Yes | QMessageBox::Cancel, QMessageBox::Yes);

            free(infoLog);
        }

        glDeleteShader(m_nPixelShader);

        return;
    }

    m_nProgram = glCreateProgram();

    glAttachShader(m_nProgram, m_nVertexShader);
    glAttachShader(m_nProgram, m_nPixelShader);

    glBindAttribLocation(m_nProgram, 0, "rm_Vertex");

    glLinkProgram(m_nProgram);

    glGetProgramiv(m_nProgram, GL_LINK_STATUS, &iIsOk);

    // Fail to pass status validation
    if(!iIsOk)
    {
        GLint infoLen = 0;

        glGetProgramiv(m_nProgram, GL_INFO_LOG_LENGTH, &infoLen);

        if(infoLen > 1)
        {
            char* infoLog = (char*)malloc(sizeof(char) * infoLen);

            glGetProgramInfoLog(m_nProgram, infoLen, NULL, infoLog);


            QMessageBox::warning(this, QString("Error"),
                                 QString(infoLog), QMessageBox::Yes | QMessageBox::Cancel, QMessageBox::Yes);

            free(infoLog);
        }

        glDeleteProgram(m_nProgram);

        return;
    }

    glUseProgram(m_nProgram);

You can also spesify message box show calls in more informative way strings like: 您还可以使用更具信息性的方式来表示消息框显示调用,例如:

QMessageBox::warning(this, QString("Vertex shader compilation error."),
                                     QString(infoLog), QMessageBox::Yes | QMessageBox::Cancel, QMessageBox::Yes);

QMessageBox::warning(this, QString("Fragment shader compilation error."),
                                     QString(infoLog), QMessageBox::Yes | QMessageBox::Cancel, QMessageBox::Yes);

QMessageBox::warning(this, QString("Shader linkage error."),
                                     QString(infoLog), QMessageBox::Yes | QMessageBox::Cancel, QMessageBox::Yes);

In that way we can significaly redure the area of bug searching. 通过这种方式,我们可以显着地改进bug搜索领域。

I sudernly find some info about the bug wich looks like this JOGL2 + GLCapabilities + Windows . 我现在找到一些关于这个看起来像JOGL2 + GLCapabilities + Windows的bug的信息。 I think it is only the Windows issue. 我认为这只是Windows问题。 Try to build your application on Linux OS. 尝试在Linux OS上构建应用程序。

And first of all you must specify rendertarget output for before linkage. 首先,您必须在链接之前指定rendertarget输出。

glBindFragDataLocation(program, 0, "fColor");

声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.

 
粤ICP备18138465号  © 2020-2024 STACKOOM.COM