我正在尝试与LWJGL 3划清界限。它将进行编译,并且所有本机都已正确设置。我在Ubuntu上运行。我真的不明白问题出在哪里;窗口将初始化,并且背景是正确的清晰颜色,但是线条不会绘制。我几乎完全从只能在他们的新网站上找到的唯一示例复制了代码。我不知道我在做什么错。
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.system.MemoryUtil.NULL;
import java.awt.DisplayMode;
import java.nio.ByteBuffer;
import org.lwjgl.glfw.GLFWErrorCallback;
import org.lwjgl.glfw.GLFWKeyCallback;
import org.lwjgl.glfw.GLFWvidmode;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GLContext;
import org.lwjgl.util.Display;
import org.lwjgl.util.glu.GLU;
public class Main {
// We need to strongly reference callback instances.
private static GLFWErrorCallback errorCallback;
private static GLFWKeyCallback keyCallback;
static final int INIT_WIDTH = 300;
static final int INIT_HEIGHT = 300;
// The window handle
private static long window;
public static boolean verbose = true;
public static void init() {
final String WINDOW_TITLE = "WINDOW";
vPrint("Initializing GLFW...");
if (glfwInit() != GL11.GL_TRUE) {
throw new IllegalStateException("Unable to initialize GLFW");
}
vPrint("Done!\n");
//Window will be hidden after creation
glfwWindowHint(GLFW_VISIBLE, GL_FALSE);
//Window will be resizable
glfwWindowHint(GLFW_RESIZABLE, GL_TRUE);
vPrint("Creating window...");
window = glfwCreateWindow(INIT_WIDTH, INIT_HEIGHT, WINDOW_TITLE, NULL, NULL);
if (window == NULL) {
throw new RuntimeException("Failed to create the GLFW window");
} else {
vPrint("Done!\n");
}
//Setup a key callback. It will be called every time a key is pressed, repeated or released.
glfwSetKeyCallback(window, keyCallback = new GLFWKeyCallback() {
@Override
public void invoke(long window, int key, int scancode, int action, int mods) {
if ( key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE )
glfwSetWindowShouldClose(window, GL_TRUE); // We will detect this in our rendering loop
}
});
// Get the resolution of the primary monitor
ByteBuffer vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
// Center our window
glfwSetWindowPos(
window,
(GLFWvidmode.width(vidmode) - INIT_WIDTH) / 2,
(GLFWvidmode.height(vidmode) - INIT_HEIGHT) / 2
);
// Make the OpenGL context current
glfwMakeContextCurrent(window);
// Enable v-sync
glfwSwapInterval(1);
// Make the window visible
glfwShowWindow(window);
GLContext.createFromCurrent();
//Set window clear color
glClearColor(0.5f, 0.0f, 0.0f, 0.0f);
initOpenGL();
}
public static void main(String[] args) {
try {
init();
loop();
glfwDestroyWindow(window);
keyCallback.release();
} finally {
glfwTerminate();
errorCallback.release();
}
}
public static void loop() {
// Run the rendering loop until the user has attempted to close
// the window or has pressed the ESCAPE key.
while ( glfwWindowShouldClose(window) == GL_FALSE ) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
glfwSwapBuffers(window); // swap the color buffers
render();
// Poll for window events. The key callback above will only be
// invoked during this call.
glfwPollEvents();
}
}
private static void vPrint(String str) {
if (verbose) {
System.out.print(str);
}
}
private static void render() {
glColor3f(1, 1, 1);
glBegin(GL_LINE);
glVertex2f(10, 10);
glVertex2f(20, 20);
glEnd();
}
private static void initOpenGL() {
glViewport(0, 0, INIT_WIDTH, INIT_HEIGHT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Calculate The Aspect Ratio Of The Window
GLU.gluPerspective(30.0f, (float)INIT_HEIGHT / (float)INIT_HEIGHT, 0.3f, 200.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
}
编辑:我现在相当确定这是我使用
GL_LINE
的错误; 最佳答案
这里有很多问题。
抽签
您在这里有一个流行的但有时很难发现的错误:
glBegin(GL_LINE);
画线的枚举是
GL_LINES
(注意尾随S
)。另一方面,GL_LINE
是glPolygonMode()
的可能参数之一。因此,此调用应为:glBegin(GL_LINES);
抽奖循环中的通话顺序
渲染循环中的调用顺序看起来是错误的:
while ( glfwWindowShouldClose(window) == GL_FALSE ) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glfwSwapBuffers(window);
render();
glfwPollEvents();
}
glfwSwapBuffers()
调用指定您已完成渲染,并准备好呈现所渲染的内容。由于要在调用render()
之前进行该调用,因此显示的只是已清除的缓冲区。或者换个角度看,如果您逐步执行循环结束与开始之间的调用顺序,而忽略glfwPollEvents()调用,则在
render()
调用之后紧接着是glClear()
。因此,渲染结果在有机会呈现之前就已清除。正确的呼叫顺序是:
while ( glfwWindowShouldClose(window) == GL_FALSE ) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
render();
glfwSwapBuffers(window);
glfwPollEvents();
}
这将允许您在
glfwSwapBuffers()
调用呈现结果之前执行渲染。坐标范围
您需要注意变换和坐标范围。当您仅设置透视变换时,它将假设您的坐标在从原点到负z轴的近平面范围和远平面范围之间。作为模型视图矩阵的一部分,您将需要沿负z方向进行平移,以使坐标位于视图体积之内。否则,整个几何将被剪切掉。
例如,可以在设置模型视图矩阵时添加一个
glTranslatef()
调用,该调用会将几何图形放置在近平面和远平面之间:glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -50.0f);
如果这种解释还不够的话,您可能需要寻找一个解释OpenGL坐标系和变换的教程。
关于java - LWJGL 3不会画线,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/29113631/