[英]My program is throwing a null pointer exception and I cannot figure out why. Anybody got a pair of fresh eyes for me?
[英]need a new pair of eyes to find out why my quads aren't being colored
我出於學習目的制作了opengl引擎,並在后來的體育場中使用它開發了一些游戲/應用。 現在,隨着引擎的最新迭代,我似乎無法找出為什么我的四邊形沒有着色。
每個頂點由4個坐標(x,y,z,w)和4個色坐標r,g,b,a組成。 據我所知,我傳遞給頂點的值是正確的
偏移量計算隱藏在單獨的靜態類中。 我已經在帖子底部添加了它。
Vertex[] vertices = new Vertex[] { v0, v1, v2, v3 };
verticesBuffer = BufferUtils.createFloatBuffer(vertices.length * ELEMENT);
for (int i = 0; i < vertices.length; i++) {
verticesBuffer.put(vertices[i].getElements());
}
verticesBuffer.flip();
indicesBuffer = BufferUtils.createByteBuffer(indices.length);
indicesBuffer.put(indices);
indicesBuffer.flip();
int vaoId = glGenVertexArrays();
glBindVertexArray(vaoId);
int vboId = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vboId);
glBufferData(GL_ARRAY_BUFFER, verticesBuffer, GL_STATIC_DRAW);
glVertexAttribPointer(0, POSITION_ELEMENT, GL_FLOAT, false, ELEMENT_BYTES, POSITION_OFFSET);
glVertexAttribPointer(1, COLOR_ELEMENTS, GL_FLOAT, false, ELEMENT_BYTES, COLOR_OFFSET);
glBindBuffer(GL_ARRAY_BUFFER, 0);
int vboIId = glGenBuffers();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIId);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
Shaders shader = new Shaders();
int vsId = shader.load("shaders/shader.vert", GL_VERTEX_SHADER);
int fsId = shader.load("shaders/shader.frag", GL_FRAGMENT_SHADER);
pId = glCreateProgram();
glAttachShader(pId, vsId);
glAttachShader(pId, fsId);
glBindAttribLocation(pId, 0, "in_Position");
glBindAttribLocation(pId, 1, "in_Color");
glBindAttribLocation(pId, 2, "in_TextureCoord");
glLinkProgram(pId);
glValidateProgram(pId);
我的渲染調用位於另一個類中,該類在我通過vaoId,vboIID,索引數量和pId之后傳遞
glClear(GL_COLOR_BUFFER_BIT); // scherm schoonmaken
glUseProgram(pId);
glBindVertexArray(vaoId);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboIId);
glDrawElements(GL_TRIANGLES, amount_of_indices, GL_UNSIGNED_BYTE, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glBindVertexArray(0);
單獨的靜態類與偏移量計算
// Amount of bytes per element
static final int BYTES_PER_ELEMENT = 4;
// Elements per parameter
static final int POSITION_ELEMENT = 4;
static final int COLOR_ELEMENTS = 4;
static final int TEXTURE_ELEMENTS = 2;
// Bytes per parameter
static final int POSITION_BYTES = POSITION_ELEMENT * BYTES_PER_ELEMENT;
static final int COLOR_BYTES = COLOR_ELEMENTS * BYTES_PER_ELEMENT;
static final int TEXTURE_BYTES = TEXTURE_ELEMENTS * BYTES_PER_ELEMENT;
// Byte offset per parameter
static final int POSITION_OFFSET = 0;
static final int COLOR_OFFSET = POSITION_OFFSET + POSITION_BYTES;
static final int TEXTURE_OFFSET = COLOR_OFFSET + COLOR_BYTES;
// Amount of elements per vertex
static final int ELEMENT = POSITION_ELEMENT + COLOR_ELEMENTS + TEXTURE_ELEMENTS;
// Byte size per vertex
static final int ELEMENT_BYTES = POSITION_BYTES + COLOR_BYTES + TEXTURE_BYTES;
據我所知,我的偏移量計算是正確的。 我保留了用於紋理貼圖的位置,但是我刪除了它們以查看它們是否不會引起任何問題。
完整版本的代碼位於github https://github.com/darR3Ke/EngineWorks-2.0
nm,我已經解決了。
以某種方式從lwjgl復制示例着色器以獲取紋理四邊形會干擾我的非紋理四邊形。
因此,對於所有遵循Wiki上的lwjgl教程的用戶。 Texture Quad着色器與彩色Quad着色器不兼容。
仍然需要等待幾天,然后我才能檢查該篷
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