使用 LWJGL 和 VBO 进行简单纹理处理不起作用



我用VBO写了一个小的3D程序,但纹理失败了。加载它们很好,但它们只是不显示。因此,我为VBO纹理编写了一个微小的纹理渲染器,并采用了本主题中的内容:LWJGL中带有纹理的VBO。但仍然没有任何渲染。帮助我使此代码显示纹理;)

import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL15.*;
import java.io.IOException;
import java.nio.FloatBuffer;
import org.lwjgl.BufferUtils;
import org.lwjgl.LWJGLException;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.newdawn.slick.opengl.Texture;
import org.newdawn.slick.opengl.TextureLoader;
import org.newdawn.slick.util.ResourceLoader;
public class VBOTextureDemo {
private static Texture texture;
public static void main(String[] args) {
    try {
        Display.setDisplayMode(new DisplayMode(500, 500));
        Display.setTitle("Texture");
        Display.create();
    } catch (LWJGLException e) {
        e.printStackTrace();
        Display.destroy();
        System.exit(1);
    }
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(1, -1, 1, -1, 1, 1);
    glMatrixMode(GL_MODELVIEW);
    glEnable(GL_TEXTURE_2D);
    glLoadIdentity();

    try {
        texture = TextureLoader.getTexture("PNG",
                ResourceLoader.getResourceAsStream("res/images/grass.png"));
    } catch (IOException e) {
        e.printStackTrace();
    }
    final int amountOfVertices = 6;
    final int vertexSize = 3;
    final int texSize = 2;
    FloatBuffer vertexData = BufferUtils.createFloatBuffer(amountOfVertices
            * vertexSize);
    vertexData.put(new float[] { -10f, 10f, 0f, }); // Vertex
    vertexData.put(new float[] { 10f, 10f, 0f, }); // Vertex
    vertexData.put(new float[] { -10f, -10f, 0f, }); // Vertex
    vertexData.put(new float[] { 10f, -10f, 0f, }); // Vertex
    vertexData.put(new float[] { -10f, -10f, 0f, }); // Vertex
    vertexData.put(new float[] { 10f, 10f, 0f, }); // Vertex;
    vertexData.flip();
    FloatBuffer textureData = BufferUtils
            .createFloatBuffer(amountOfVertices * texSize);
    textureData.put(new float[] { 0f, 1f, }); // Texture Coordinate
    textureData.put(new float[] { 1f, 1f, }); // Texture Coordinate
    textureData.put(new float[] { 0f, 0f, }); // Texture Coordinate
    textureData.put(new float[] { 1f, 0f, }); // Texture Coordinate
    textureData.put(new float[] { 0f, 0f, }); // Texture Coordinate
    textureData.put(new float[] { 1f, 1f, }); // Texture Coordinate
    textureData.flip();
    glBindTexture(GL_TEXTURE_2D, texture.getTextureID());
    texture.bind();
    int vboVertexHandle = glGenBuffers();
    glBindBuffer(GL_ARRAY_BUFFER, vboVertexHandle);
    glBufferData(GL_ARRAY_BUFFER, vertexData, GL_STATIC_DRAW);
    glBindBuffer(GL_ARRAY_BUFFER, 0);

    int vboTexCoordHandle = texture.getTextureID();
    glBindBuffer(GL_ARRAY_BUFFER, vboTexCoordHandle);
    glBufferData(GL_ARRAY_BUFFER, textureData, GL_STATIC_DRAW);
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glClearColor(0.5f, 0.1f, 0f, 1f);

    while (!Display.isCloseRequested()) {
        glClear(GL_COLOR_BUFFER_BIT);
        glBindBuffer(GL_ARRAY_BUFFER, vboVertexHandle);
        glVertexPointer(vertexSize, GL_FLOAT, 0, 0L);
        glBindBuffer(GL_ARRAY_BUFFER, vboTexCoordHandle);
        glTexCoordPointer(2, GL_FLOAT, 0, 0);
        glEnableClientState(GL_VERTEX_ARRAY);
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
        glDrawArrays(GL_TRIANGLES, 0, amountOfVertices);
        glDisableClientState(GL_TEXTURE_COORD_ARRAY);
        glDisableClientState(GL_VERTEX_ARRAY);
        Display.update();
        Display.sync(60);
    }
    glDeleteBuffers(vboVertexHandle);
    glDeleteBuffers(vboTexCoordHandle);
    texture.release();

    Display.destroy();
    System.exit(0);
}

}

我没有

测试你的代码,但我想有两件事可能有问题!

  1. 顶点顺序错误!
  2. 纹理不会被加载,因此在调用绑定时,不会绑定任何内容!

简单的质构测试

仅用于测试,请尝试使用已弃用的方法

  • glBegin(GL_TRIANGLES);
  • glVertex3f(x, y, z);
  • glTexCoord2f(u, v);

当然,请记住绑定纹理,但如果使用已弃用的方法渲染三角形有效,那么这肯定不是纹理问题。虽然如果什么都没有出现,它可能是一个纹理程序(或者顶点的顺序错误)。

简单纹理测试渲染 |法典

texture.bind();
glBegin(GL_TRIANGLES);
    glTexCoord2f(0f, 1f);
    glVertex3f(-1f, 1f, 0f);
    glTexCoord2f(1f, 1f);
    glVertex3f(1f, 1f, 0f);
    glTexCoord2f(0f, 0f);
    glVertex3f(-1f, -1f, 0f);
    glTexCoord2f(1f, 0f);
    glVertex3f(1f, -1f, 0f);
    glTexCoord2f(0f, 0f);
    glVertex3f(-1f, -1f, 0f);
    glTexCoord2f(1f, 1f);
    glVertex3f(1f, 1f, 0f);
glEnd();
texture.unbind();

驻科试验

因此,如果它没有显示的原因是顶点顺序错误,请尝试使用以下代码来创建和渲染纹理 VBO。

创建 VBO |法典

int vertices = 6;
int vertex_size = 3; // X, Y, Z,
int texture_size = 2; // U, V,
FloatBuffer vertex_data = BufferUtils.createFloatBuffer(vertices * vertex_size);
vertex_data.put(new float[] { -1f, 1f, 0f, }); // Vertex
vertex_data.put(new float[] { 1f, 1f, 0f, }); // Vertex
vertex_data.put(new float[] { -1f, -1f, 0f, }); // Vertex
vertex_data.put(new float[] { 1f, -1f, 0f, }); // Vertex
vertex_data.put(new float[] { -1f, -1f, 0f, }); // Vertex
vertex_data.put(new float[] { 1f, 1f, 0f, }); // Vertex
FloatBuffer texture_data = BufferUtils.createFloatBuffer(vertices * texture_size);
texture_data.put(new float[] { 0f, 1f, }); // Texture Coordinate
texture_data.put(new float[] { 1f, 1f, }); // Texture Coordinate
texture_data.put(new float[] { 0f, 0f, }); // Texture Coordinate
texture_data.put(new float[] { 1f, 0f, }); // Texture Coordinate
texture_data.put(new float[] { 0f, 0f, }); // Texture Coordinate
texture_data.put(new float[] { 1f, 1f, }); // Texture Coordinate
vertex_data.flip();
texture_data.flip();
int vbo_vertex_handle = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vbo_vertex_handle);
glBufferData(GL_ARRAY_BUFFER, vertex_data, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
int vbo_texture_handle = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vbo_texture_handle);
glBufferData(GL_ARRAY_BUFFER, texture_data, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);

渲染 VBO |法典

也尝试实际绑定和解绑纹理!这实际上也可能以某种奇怪的方式成为问题所在。

texture.bind();
glBindBuffer(GL_ARRAY_BUFFER, vbo_vertex_handle);
glVertexPointer(vertex_size, GL_FLOAT, 0, 0l);
glBindBuffer(GL_ARRAY_BUFFER, vbo_texture_handle);
glTexCoordPointer(texture_size, GL_FLOAT, 0, 0l);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDrawArrays(GL_TRIANGLES, 0, vertices); // The vertices is of course the max vertices count, in this case 6
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
texture.unbind();

当然,在使用纹理时,请记住调用glEnable(GL_TEXTURE_2D);

编辑

我发现了代码中的错误,你实际上说。

int vboTexCoordHandle = texture.getTextureID();
glBindBuffer(GL_ARRAY_BUFFER, vboTexCoordHandle);
glBufferData(GL_ARRAY_BUFFER, textureData, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);

但你需要说。

int vboTexCoordHandle = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vboTexCoordHandle);
glBufferData(GL_ARRAY_BUFFER, textureData, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);

最新更新