如何解决尝试在JOGLOpenGL中使用VBO和VAO会引发异常,其中找不到缓冲区
我完全被困在这里,所以任何帮助将不胜感激:/
我正在尝试通过Java绑定JOGL学习如何使用OpenGL 4.0。似乎现在最好使用VBO / VAO,而不是glBegin / End。
我关注各种消息来源,但在此特定方面,我使用了以下内容:https://learnopengl.com/Getting-started/Hello-Triangle(C ++)
不幸的是,当我运行程序时,它抛出以下异常(@ 41行):
“ Exception in thread "AWT-EventQueue-0" com.jogamp.opengl.GLException: Caught GLException: GL_INVALID_OPERATION: Buffer for target 0x8892 not bound on thread AWT-EventQueue-0
”
这是我完整的GLEventListener实现类(Renderer):
package pRendering;
import com.jogamp.common.nio.Buffers;
import com.jogamp.opengl.GL;
import com.jogamp.opengl.GL4;
import com.jogamp.opengl.GLAutoDrawable;
import com.jogamp.opengl.GLEventListener;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
public class Renderer implements GLEventListener {
public int vShaderProgramID;
public int vVertShaderID;
public int vFragShaderID;
public int vVBO_ID;
public IntBuffer vVBO; //uint pointer?
public int vVAO_ID;
public IntBuffer vVAO; //uint pointer?
//region tmp
float vertices[] = {
-0.5f,-0.5f,0.0f,0.5f,0.0f
};
//endregion
private void TriangleVBO_VAO(GL4 vGL){
FloatBuffer vVertFloatBuffer = Buffers.newDirectFloatBuffer(vertices);
vGL.glGenVertexArrays(1,vVAO);
vGL.glGenBuffers(1,vVBO);
vGL.glBindVertexArray(vVAO_ID);
vGL.glBindBuffer(GL.GL_ARRAY_BUFFER,vVBO_ID);
vGL.glBufferData(GL.GL_ARRAY_BUFFER,vVertFloatBuffer.capacity() * Buffers.SIZEOF_FLOAT,vVertFloatBuffer,GL.GL_STATIC_DRAW); // <---
vGL.glVertexAttribPointer(0,3,GL.GL_FLOAT,false,3 * 4 /*sizeof(float)*/,0);
vGL.glEnabLevertexAttribArray(0);
vGL.glBindBuffer(GL.GL_ARRAY_BUFFER,0);
vGL.glBindVertexArray(0);
}
@Override
public void init(GLAutoDrawable glAutoDrawable) {
GL4 vGL = glAutoDrawable.getGL().getGL4();
vShaderProgramID = vGL.glCreateProgram();
try {
vVertShaderID = Shaders.CreateShader(vGL,vShaderProgramID,GL4.GL_VERTEX_SHADER,"C:\\Users\\quent\\Desktop\\def.vshd");
vFragShaderID = Shaders.CreateShader(vGL,GL4.GL_FRAGMENT_SHADER,"C:\\Users\\quent\\Desktop\\def.fshd");
Shaders.Link(vGL,vShaderProgramID);
} catch (Exception EX) {
EX.toString();
}
TriangleVBO_VAO(vGL);
}
@Override
public void display(GLAutoDrawable glAutoDrawable) {
GL4 vGL = glAutoDrawable.getGL().getGL4();
vGL.glClear(GL4.GL_COLOR_BUFFER_BIT | GL4.GL_DEPTH_BUFFER_BIT);
vGL.gluseProgram(vShaderProgramID);
vGL.glBindVertexArray(vVAO_ID);
vGL.glDrawArrays(GL.GL_TRIANGLES,3);
}
@Override
public void dispose(GLAutoDrawable glAutoDrawable) {
GL4 vGL = glAutoDrawable.getGL().getGL4();
vGL.glDetachShader( vShaderProgramID,vVertShaderID);
vGL.glDetachShader( vShaderProgramID,vFragShaderID);
vGL.glDeleteProgram(vShaderProgramID);
}
@Override
public void reshape(GLAutoDrawable glAutoDrawable,int i,int i1,int i2,int i3) {
}
}
解决方法
顶点数组对象和缓冲区对象的名称分别包含在IntBuffer
个对象vVAO
vVBO
中。您错过了将IntBuffer
的内容分别分配给属性vVAO_ID
vVBO_ID
的情况:
vVAO = GLBuffers.newDirectIntBuffer(1);
vVBO = GLBuffers.newDirectIntBuffer(1);
vGL.glGenVertexArrays(1,vVAO);
vVAO_ID = vVAO.get();
vGL.glGenBuffers(1,vVBO);
vVBO_ID = vVBO.get();
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