JavaVM crashing when drawing using OpenGL - java

I've got the folowing code:
package test.opengl;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL30;
import com.badlogic.gdx.utils.BufferUtils;
import java.io.IOException;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.nio.file.Files;
import java.nio.file.Paths;
import static com.badlogic.gdx.graphics.GL20.*;
public class GLClass extends ApplicationAdapter
{
private int shaderProgram;
private GL30 gl;
FloatBuffer vertices;
IntBuffer vao = BufferUtils.newIntBuffer(1);
IntBuffer vbo = BufferUtils.newIntBuffer(1);
#Override
public void create()
{
gl = Gdx.gl30;
compileShaders();
vertices = BufferUtils.newFloatBuffer(9);
vertices.put(new float[]
{
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
});
gl.glEnable(GL_DEPTH_TEST);
gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
gl.glGenVertexArrays(1, vao);
gl.glGenBuffers(1, vbo);
gl.glBindVertexArray(vao.get(0));
gl.glBindBuffer(GL_ARRAY_BUFFER, vbo.get(0));
gl.glBufferData(GL_ARRAY_BUFFER, 9, vertices, GL_STATIC_DRAW);
gl.glVertexAttribPointer(0, 3, GL_FLOAT, false, 3, 0);
gl.glEnableVertexAttribArray(0);
gl.glBindVertexArray(0);
}
#Override
public void render()
{
gl.glClearColor(0.2f, 0.2f, 0.2f, 1);
gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gl.glUseProgram(shaderProgram);
gl.glBindVertexArray(vao.get(0));
gl.glDrawArrays(GL_TRIANGLES, 0, 3);
gl.glBindVertexArray(0);
int err = gl.glGetError();
if (err != 0)
System.err.println("ERROR: " + err);
}
#Override
public void resize(int width, int height)
{
gl.glViewport(0, 0, width, height);
}
private void compileShaders()
{
String vsSource;
String fsSource;
try
{
vsSource = new String(Files.readAllBytes(Paths.get("shaders/shader.vert")));
fsSource = new String(Files.readAllBytes(Paths.get("shaders/shader.frag")));
} catch (IOException e)
{
throw new RuntimeException(e);
}
shaderProgram = gl.glCreateProgram();
int vertexShader = gl.glCreateShader(GL_VERTEX_SHADER);
gl.glShaderSource(vertexShader, vsSource);
gl.glCompileShader(vertexShader);
System.err.println(gl.glGetShaderInfoLog(vertexShader));
gl.glAttachShader(shaderProgram, vertexShader);
int fragmentShader = gl.glCreateShader(GL_FRAGMENT_SHADER);
gl.glShaderSource(fragmentShader, fsSource);
gl.glCompileShader(fragmentShader);
System.err.println(gl.glGetShaderInfoLog(fragmentShader));
gl.glAttachShader(shaderProgram, fragmentShader);
gl.glLinkProgram(shaderProgram);
gl.glDeleteShader(vertexShader);
gl.glDeleteShader(fragmentShader);
}
}
The code for shader.vert:
#version 330 core
layout (location = 0) in vec3 position;
void main()
{
gl_Position = vec4(position.x, position.y, position.z, 1.0);
}
The code for shader.frag:
#version 330
out vec4 out_Color;
void main()
{
out_Color = vec4(1.0f, 0.5f, 0.2f, 1.0f);
}
It is running on desktop and the program crashes as soon as the first call of render() is completed, without a stacktrace and a segfault log. config.useGL30 is set to true.
Why is it crashing? Am I doing anything wrong?

Related

LWJGL 3 not rendering anything

I can create the window, but I cannot render anything. Here's my code:
LWJGLTutorial.java:
package core;
import logger.Logger;
import model.ModelLoader;
import model.RawModel;
import org.lwjgl.Version;
import org.lwjgl.glfw.GLFWErrorCallback;
import org.lwjgl.glfw.GLFWFramebufferSizeCallback;
import org.lwjgl.glfw.GLFWKeyCallback;
import org.lwjgl.glfw.GLFWVidMode;
import org.lwjgl.opengl.GL;
import org.lwjgl.system.MemoryStack;
import java.nio.IntBuffer;
import static org.lwjgl.glfw.Callbacks.*;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.system.MemoryStack.*;
import static org.lwjgl.system.MemoryUtil.*;
// Main class
public class LWJGLTutorial {
// The window
private long window;
// The game
private void run() {
// Create logger
Logger logger = new Logger("MAIN");
// Validate LWJGL installation
logger.log("LWJGL Version: " + Version.getVersion());
// Set a error callback
GLFWErrorCallback.createPrint(System.err).set();
// Initialize and configure GLFW
if(!glfwInit())
throw new IllegalStateException("Unable to initialize GLFW");
glfwDefaultWindowHints();
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
logger.log("Initialized GLFW");
// Create window
window = glfwCreateWindow(800, 600, "LWJGL Tutorial", NULL, NULL);
if(window == NULL)
throw new RuntimeException("Failed to create window");
logger.log("Created window");
// Set a key callback
glfwSetKeyCallback(window, new GLFWKeyCallback() {
#Override
public void invoke(long window, int key, int scancode, int action, int mods) {
if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}
});
// Set a framebuffer size callback
glfwSetFramebufferSizeCallback(window, new GLFWFramebufferSizeCallback() {
#Override
public void invoke(long window, int width, int height) {
glViewport(0, 0, width, height);
}
});
logger.log("Callbacks set");
// Get the thread stack and push a new frame
try(MemoryStack stack = stackPush()) {
IntBuffer pWidth = stack.mallocInt(1);
IntBuffer pHeight = stack.mallocInt(1);
glfwGetWindowSize(window, pWidth, pHeight);
GLFWVidMode vidMode = glfwGetVideoMode(glfwGetPrimaryMonitor());
glfwSetWindowPos(window, (vidMode.width() - pWidth.get(0)) / 2, (vidMode.height() - pHeight.get(0)) / 2);
}
// Make OpenGL context current
glfwMakeContextCurrent(window);
// Enable v-sync
glfwSwapInterval(1);
// Show window
glfwShowWindow(window);
// This line is critical for LWJGL's interoperation with GLFW's OpenGL context
GL.createCapabilities();
float[] vertices = {
// Left bottom triangle
-0.5f, 0.5f, 0f,
-0.5f, -0.5f, 0f,
0.5f, -0.5f, 0f,
// Right top triangle
0.5f, -0.5f, 0f,
0.5f, 0.5f, 0f,
-0.5f, 0.5f, 0f
};
RawModel model = ModelLoader.load(vertices);
// Enable depth test
glEnable(GL_DEPTH_TEST);
// Render loop
while(!glfwWindowShouldClose(window)) {
// Set clear color
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
// Clear framebuffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Render models
Renderer.render(model);
// Swap color buffer
glfwSwapBuffers(window);
// Poll IO events
glfwPollEvents();
}
// Clean up
logger.log("Clean up...");
ModelLoader.cleanUp();
// Free the window callbacks and destroy the window
glfwFreeCallbacks(window);
glfwDestroyWindow(window);
// Terminate GLFW and free error callback
glfwTerminate();
glfwSetErrorCallback(null).free();
logger.log("Normal exit");
}
public static void main(String[] args) {
new LWJGLTutorial().run();
}
}
ModelLoader.java:
package model;
import org.lwjgl.BufferUtils;
import java.nio.FloatBuffer;
import java.util.ArrayList;
import java.util.List;
import static org.lwjgl.opengl.GL30.*;
// Loads data into a RawModel
public class ModelLoader {
// A list of VAOs
private static List<Integer> VAOs = new ArrayList<>();
// A list of VBOs
private static List<Integer> VBOs = new ArrayList<>();
// Load data into a RawModel
public static RawModel load(float[] data) {
int vao = createVAO();
int vbo = createVBO();
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
FloatBuffer buffer = storeDataInFloatBuffer(data);
glBufferData(GL_ARRAY_BUFFER, buffer, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
return new RawModel(vao, data.length / 3);
}
// Deletes all created VAO and VBO
public static void cleanUp() {
for(int VAO : VAOs)
glDeleteVertexArrays(VAO);
for(int VBO : VBOs)
glDeleteBuffers(VBO);
}
// Generates a new VAO and stores it into the VAO list
private static int createVAO() {
int vao = glGenVertexArrays();
VAOs.add(vao);
return vao;
}
// Generates a new VBO and stores it into the VBO list
private static int createVBO() {
int vbo = glGenBuffers();
VBOs.add(vbo);
return vbo;
}
// Convert data into FloatBuffer
private static FloatBuffer storeDataInFloatBuffer(float[] data) {
FloatBuffer buffer = BufferUtils.createFloatBuffer(data.length);
buffer.put(data);
buffer.flip();
return buffer;
}
}
Renderer.java:
package core;
import model.RawModel;
import static org.lwjgl.opengl.GL30.*;
// Renderer that render stuff onto the screen
public class Renderer {
// Render a RawModel
public static void render(RawModel model) {
glBindVertexArray(model.getVAO());
glDrawArrays(GL_TRIANGLES, 0, model.getVertexCount());
}
}
RawModel.java:
package model;
import lombok.Getter;
// Represents a model that can be rendered
public class RawModel {
// VAO
#Getter
private int VAO;
// Number of vertices
#Getter
private int vertexCount;
public RawModel(int VAO, int vertexCount) {
this.VAO = VAO;
this.vertexCount = vertexCount;
}
}
I should be able to render a rectangle, but nothing is showing. I knew that it is not the problem with lombok, and I suspect that something went wrong in ModelLoader.java or Renderer.java. What is wrong with my code?
I don't see a shader created or being used in your code. A shader is what essentially renders the program. Do you have one?

Shaders don't work properly in OpenGL in Java

The problem is that i am trying to create a 3D Cube via using the shaders, but the problem is that, it doesn't read the file correctly.
Here are the shaders that I have created, the problem is that it reads not correctly the sharders and give the error
I also get just a black screen as a result
My Shaders
Vertex shader
// vertex.glsl
#version 430
layout (location = 0) in vec3 position;
uniform mat4 proj_matrix;
uniform mat4 mv_matrix;
void main(void) {
gl_Position = proj_matrix * mv_matrix * vec4(position, 1.0);
}
Fragemtn shader
// fragment.glsl
#version 430
out vec4 color;
uniform mat4 mv_matrix;
uniform mat4 proj_matrix;
void main(void) {
color = vec4(1.0, 0.0, 0.0, 1.0);
}
main code
// my main code
import java.io.File;
import java.io.IOException;
import java.nio.FloatBuffer;
import java.util.Date;
import java.util.Random;
import java.util.Scanner;
import java.util.Vector;
import javax.swing.JFrame;
import javax.swing.SwingUtilities;
import com.jogamp.opengl.GL;
import com.jogamp.opengl.GL2;
import com.jogamp.opengl.GL3;
import com.jogamp.opengl.GL2;
import com.jogamp.opengl.GLAutoDrawable;
import com.jogamp.opengl.GLCapabilities;
import com.jogamp.opengl.GLContext;
import com.jogamp.opengl.GLEventListener;
import com.jogamp.opengl.GLProfile;
import com.jogamp.opengl.awt.GLCanvas;
import com.jogamp.opengl.glu.GLU;
import com.jogamp.opengl.math.Matrix4;
import com.jogamp.opengl.math.Quaternion;
import com.jogamp.opengl.util.Animator;
import com.jogamp.opengl.util.FPSAnimator;
import com.jogamp.common.nio.Buffers;
import com.jogamp.gluegen.*;
public class GOVNO extends JFrame implements GLEventListener {
private GLCanvas myCanvas;
private int rendering_program;
private int vbo[] = new int[2];
private int mTrans;
public GOVNO() {
setTitle("Chapter2 - program1");
setSize(600, 400);
setLocation(200, 200);
GLProfile profile = GLProfile.getDefault();
GLCapabilities capabilities = new GLCapabilities(profile);
myCanvas = new GLCanvas(capabilities);
myCanvas.addGLEventListener(this);
this.add(myCanvas);
setVisible(true);
}
public void display(GLAutoDrawable drawable) {
GL2 gl = (GL2) GLContext.getCurrentGL();
gl.glUseProgram(rendering_program);
float a = 0;
//Matrix4 mTransMatrix = new Matrix4();
float mTransMatrix[] = {
(float) Math.cos(a), (float) -Math.sin(a), 0, 0,
(float) Math.sin(a), (float) Math.cos(a), 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};
gl.glUniformMatrix4fv(mTrans, 1, false, mTransMatrix, 0);
gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, vbo[0]);
gl.glVertexAttribPointer(0, 2, GL3.GL_FLOAT, false, 0, 0);
gl.glEnableVertexAttribArray(0);
gl.glDrawArrays(GL3.GL_TRIANGLES, 0, 6);
gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, vbo[1]);
gl.glVertexAttribPointer(0, 2, GL3.GL_FLOAT, false, 0, 0);
gl.glEnableVertexAttribArray(0);
gl.glDrawArrays(GL3.GL_QUADS, 0, 8);
}
public void init(GLAutoDrawable drawable) {
GL2 gl = (GL2) GLContext.getCurrentGL();
rendering_program = createShaderProgram();
// generating location for transformation matrix
mTrans = gl.glGetUniformLocation(rendering_program, "trans");
float[] vertex_positions = { -0.5f, -1.0f, 0.0f, -0.5f, 0.5f, -1.0f, };
gl.glGenBuffers(vbo.length, vbo, 0);
gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, vbo[0]);
FloatBuffer vertBuf Buffers.newDirectFloatBuffer(vertex_positions);
gl.glBufferData(GL3.GL_ARRAY_BUFFER, vertBuf.limit() * 4, vertBuf, GL3.GL_STATIC_DRAW);
float[] vertex_positions2 = { -0.5f, -0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f };
gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, vbo[1]);
FloatBuffer vertBuf2 = Buffers.newDirectFloatBuffer(vertex_positions2);
gl.glBufferData(GL3.GL_ARRAY_BUFFER, vertBuf2.limit() * 4, vertBuf2, GL3.GL_STATIC_DRAW);
}
private int createShaderProgram() {
GL2 gl = (GL2) GLContext.getCurrentGL();
String vshaderSource[] = readShaderSource("src/vertex.glsl");
String fshaderSource[] = readShaderSource("src/fragment.glsl");
int vShader = gl.glCreateShader(GL3.GL_VERTEX_SHADER);
gl.glShaderSource(vShader, vshaderSource.length, vshaderSource, null, 0);
gl.glCompileShader(vShader);
printShaderLog(vShader);
int fShader = gl.glCreateShader(GL3.GL_FRAGMENT_SHADER);
gl.glShaderSource(fShader, fshaderSource.length, fshaderSource, null, 0);
gl.glCompileShader(fShader);
printShaderLog(fShader);
int vfprogram = gl.glCreateProgram();
gl.glAttachShader(vfprogram, vShader);
gl.glAttachShader(vfprogram, fShader);
gl.glLinkProgram(vfprogram);
gl.glDeleteShader(vShader);
gl.glDeleteShader(fShader);
printProgramLog(vfprogram);
return vfprogram;
}
private String[] readShaderSource(String filename) {
Vector<String> lines = new Vector<String>();
Scanner sc;
try {
sc = new Scanner(new File(filename));
} catch (IOException e) {
System.err.println("IOException reading file: " + e);
return null;
}
while (sc.hasNext()) {
lines.addElement(sc.nextLine());
}
String[] program = new String[lines.size()];
for (int i = 0; i < lines.size(); i++) {
program[i] = (String) lines.elementAt(i) + "\n";
System.out.print(program[i]);
}
return program;
}
private void printShaderLog(int shader) {
GL2 gl = (GL2) GLContext.getCurrentGL();
int[] len = new int[1];
int[] chWrittn = new int[1];
byte[] log = null;
// determine the length of the shader compilation log
gl.glGetShaderiv(shader, GL3.GL_INFO_LOG_LENGTH, len, 0);
if (len[0] > 0) {
log = new byte[len[0]];
gl.glGetShaderInfoLog(shader, len[0], chWrittn, 0, log, 0);
System.out.println("Shader Info Log: ");
for (int i = 0; i < log.length; i++) {
System.out.print((char) log[i]);
}
}
}
void printProgramLog(int prog) {
GL2 gl = (GL2) GLContext.getCurrentGL();
int[] len = new int[1];
int[] chWrittn = new int[1];
byte[] log = null;
// determine the length of the program linking log
gl.glGetProgramiv(prog, GL3.GL_INFO_LOG_LENGTH, len, 0);
if (len[0] > 0) {
log = new byte[len[0]];
gl.glGetProgramInfoLog(prog, len[0], chWrittn, 0, log, 0);
System.out.println("Program Info Log: ");
for (int i = 0; i < log.length; i++) {
System.out.print((char) log[i]);
}
}
}
public static void main(String[] args) {
System.out.println("Working Directory = " + System.getProperty("user.dir"));
new GOVNO();
}
}

How to use VAOs and VBOs to render triangles in LWJGL3? - erroneous code included

I've been trying to resolve this problem for the past three days, but in vain. Therefore, I'd be very grateful for any help. I am currently learning how to draw triangles with VBOs and VAOs, so all of the code is included in one single "test" class.
package quad;
import java.nio.FloatBuffer;
import org.lwjgl.BufferUtils;
import org.lwjgl.glfw.GLFWVidMode;
import org.lwjgl.opengl.GL;
import static org.lwjgl.system.MemoryUtil.*;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL11.GL_FALSE;
import static org.lwjgl.opengl.GL11.GL_TRUE;
import static org.lwjgl.opengl.GL.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL15.*;
import static org.lwjgl.opengl.GL20.*;
import static org.lwjgl.opengl.GL30.*;
public class Quad {
private long window;
private final String WINDOW_TITLE = "The Quad: glDrawArrays";
private final int WIDTH = 1920;
private final int HEIGHT = 1080;
// Quad variables
private int vaoId = 0;
private int vboId = 0;
private int vertexCount = 0;
private boolean running = false;
public static void main(String[] args) {
new Quad().start();
}
public void start() {
running = true;
setupOpenGL();
setupQuad();
while (running) {
loopCycle();
update();
if(glfwWindowShouldClose(window)) {
running = false;
}
}
destroyOpenGL();
}
public void setupOpenGL() {
if(!glfwInit()) {
throw new IllegalStateException("Unable to initialize GLFW!");
}
glfwDefaultWindowHints();
glfwWindowHint(GLFW_VISIBLE, GL_FALSE);
glfwWindowHint(GLFW_RESIZABLE, GL_TRUE);
window = glfwCreateWindow(WIDTH, HEIGHT, WINDOW_TITLE, NULL, NULL);
if (window == NULL) {
throw new RuntimeException("Cannot create window!");
}
glfwMakeContextCurrent(window);
GLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
glfwSetWindowPos(window, (vidmode.width() - WIDTH) / 2, (vidmode.height() - HEIGHT) / 2);
glfwShowWindow(window);
GL.createCapabilities();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
}
public void setupQuad() {
float[] vertices = {
// Left bottom triangle
-0.5f, 0.5f, 0f,
-0.5f, -0.5f, 0f,
0.5f, -0.5f, 0f,
// Right top triangle
0.5f, -0.5f, 0f,
0.5f, 0.5f, 0f,
-0.5f, 0.5f, 0f
};
FloatBuffer verticesBuffer = BufferUtils.createFloatBuffer(vertices.length);
verticesBuffer.put(vertices);
verticesBuffer.flip();
vertexCount = 6;
// Create a new Vertex Array Object in memory and select it (bind)
// A VAO can have up to 16 attributes (VBO's) assigned to it by default
vaoId = glGenVertexArrays();
glBindVertexArray(vaoId);
// Create a new Vertex Buffer Object in memory and select it (bind)
// A VBO is a collection of Vectors which in this case resemble the location of each vertex.
vboId = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vboId);
glBufferData(GL_ARRAY_BUFFER, verticesBuffer, GL_STATIC_DRAW);
// Put the VBO in the attributes list at index 0
glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0);
// Deselect (bind to 0) the VBO
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Deselect (bind to 0) the VAO
glBindVertexArray(0);
}
public void loopCycle() {
glClear(GL_COLOR_BUFFER_BIT);
// Bind to the VAO that has all the information about the quad vertices
glBindVertexArray(vaoId);
glEnableVertexAttribArray(0);
// Draw the vertices
glDrawArrays(GL_TRIANGLES, 0, vertexCount);
// Put everything back to default (deselect)
glDisableVertexAttribArray(0);
glBindVertexArray(0);
}
public void destroyOpenGL() {
// Disable the VBO index from the VAO attributes list
glDisableVertexAttribArray(0);
// Delete the VBO
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDeleteBuffers(vboId);
// Delete the VAO
glBindVertexArray(0);
glDeleteVertexArrays(vaoId);
glfwDestroyWindow(window);
glfwTerminate();
}
public void update() {
glfwSwapBuffers(window);
glfwPollEvents();
}
}
Note: I've modernised this tutorial code example so LWJGL3 is used (none of the old Displays etc).
Everything functions correctly at the first glance, but when the code is run, only a window with black colour (which is set by glClearColor(0.0f, 0.0f, 0.0f, 0.0f) inside the setupOpengl() method.
Why are the quads not showing up?

Testing out some LWJGL OpenGL, won't make box. What should I do?

Had this working on OpenGL ES 1.0 & 2.0.
Goal: Make a box, then display it
Won't work with LWJGL on Win 7. Loads a green box (as it should), and then starts to display a bunch of really thick white lines that won't stay as a box. There is a lot of flickering. Here is a picture.
Here is the code for windows.
Main.java
package play.box;
import org.lwjgl.LWJGLException;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.opengl.GL11;
public class Main {
public static final boolean VSYNC = true;
public static final int WIDTH = 800;
public static final int HEIGHT = 600;
public static final boolean FULLSCREEN = false;
protected boolean running = false;
public static void main(String[] args) {
try {
start();
} catch (LWJGLException e) {
e.printStackTrace();
}
}
public static void start() throws LWJGLException {
Display.setTitle("Display example");
Display.setResizable(false);
Display.setDisplayMode(new DisplayMode(WIDTH, HEIGHT));
Display.setVSyncEnabled(VSYNC);
Display.setFullscreen(FULLSCREEN);
Display.create();
// Setup OpenGL
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GL11.glOrtho(-3, 3, -2, 2, -1, 1);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
new Renderer().run();
}
}
Renderer.java
package play.box;
import org.lwjgl.input.Keyboard;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.GL11;
public class Renderer implements Runnable {
public Renderer() {
}
#Override
public void run() {
while(!Display.isCloseRequested() && !Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) {
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT | GL11.GL_STENCIL_BUFFER_BIT);
GL11.glClearColor(0.0f, 0.5f, 0.0f, 1.0f);
// Rendering //
/*GL11.glBegin(GL11.GL_TRIANGLES);
GL11.glColor3f(1.0f, 0.0f, 0.0f);
GL11.glVertex2f(0.0f, 1.0f);
GL11.glColor3f(1.0f, 0.0f, 0.0f);
GL11.glVertex2f(1.0f, 1.0f);
GL11.glColor3f(1.0f, 0.0f, 0.0f);
GL11.glVertex2f(1.0f, -1.0f);
GL11.glEnd();*/
Box box = new Box();
box.draw();
// End of Rendering //
Display.update();
try {
Thread.sleep(1000);
} catch(Exception e) {
e.printStackTrace();
}
}
}
}
Box.java
package play.box;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;
import org.lwjgl.opengl.GL11;
public class Box {
private float verticies[] = {
-1.0f, 1.0f, // Left Top (0)
-1.0f, -1.0f, // Left Bottom (1)
1.0f, -1.0f, // Right Bottom (2)
1.0f, 1.0f // Right Top (4)
};
private short indicies[] = {
0, 1, 2,
2, 3, 0
};
private FloatBuffer vertBuff;
private ShortBuffer indexBuff;
public Box() {
this.setupBuffers();
}
private void setupBuffers() {
ByteBuffer bBuff = ByteBuffer.allocateDirect(this.verticies.length * 4);
bBuff.order(ByteOrder.nativeOrder());
this.vertBuff = bBuff.asFloatBuffer();
this.vertBuff.put(this.verticies);
this.vertBuff.position(0);
ByteBuffer pbBuff = ByteBuffer.allocateDirect(this.indicies.length * 2);
pbBuff.order(ByteOrder.nativeOrder());
this.indexBuff = pbBuff.asShortBuffer();
this.indexBuff.put(this.indicies);
this.indexBuff.position(0);
}
public void draw() {
GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
GL11.glVertexPointer(2, GL11.GL_FLOAT, this.vertBuff);
GL11.glDrawElements(GL11.GL_TRIANGLES, this.indexBuff);
GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
}
}
Updated Code:
package play.box;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL15;
import org.lwjgl.opengl.GL20;
import org.lwjgl.opengl.GL30;
public class Box {
private float verticies[] = {
-1.0f, 1.0f, // Left Top (0)
-1.0f, -1.0f, // Left Bottom (1)
1.0f, -1.0f, // Right Bottom (2)
1.0f, 1.0f // Right Top (4)
};
private short indicies[] = {
0, 1, 2,
2, 3, 0
};
private FloatBuffer vertBuff;
private ShortBuffer indexBuff;
private int vbo_handle;
private int ibo_handle;
private int vao_handle;
private String vShaderStr =
"attribute vec4 vPosition; \n"
+ "void main() { \n"
+ " gl_Position = vPosition;\n"
+ "} \n";
private String fShaderStr =
"precision mediump float; \n"
+ "void main() { \n"
+ " gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); \n"
+ "} \n";
private int vertexShader;
private int fragmentShader;
private int programObject;
public Box() {
}
public void create() {
ByteBuffer bBuff = ByteBuffer.allocateDirect(this.verticies.length * 4);
bBuff.order(ByteOrder.nativeOrder());
this.vertBuff = bBuff.asFloatBuffer();
this.vertBuff.put(this.verticies);
//this.vertBuff.flip();
this.vertBuff.position(0);
ByteBuffer pbBuff = ByteBuffer.allocateDirect(this.indicies.length * 2);
pbBuff.order(ByteOrder.nativeOrder());
this.indexBuff = pbBuff.asShortBuffer();
this.indexBuff.put(this.indicies);
//this.indexBuff.flip();
this.indexBuff.position(0);
// Create VBO
this.vbo_handle = GL15.glGenBuffers();
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.vbo_handle);
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, this.vertBuff, GL15.GL_DYNAMIC_DRAW);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
// Create IBO
this.ibo_handle = GL15.glGenBuffers();
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, this.ibo_handle);
GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, this.indexBuff, GL15.GL_DYNAMIC_DRAW);
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0);
// Create VAO
this.vao_handle = GL30.glGenVertexArrays();
GL30.glBindVertexArray(vao_handle);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo_handle);
GL20.glEnableVertexAttribArray(0);
GL20.glVertexAttribPointer(0, 2, GL11.GL_FLOAT, false, 0, 0);
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, ibo_handle);
GL30.glBindVertexArray(0);
// Setup Shaders
this.vertexShader = this.loadShader(GL20.GL_VERTEX_SHADER, this.vShaderStr);
this.fragmentShader = this.loadShader(GL20.GL_FRAGMENT_SHADER, this.fShaderStr);
// Setup Program
int program = GL20.glCreateProgram();
if(program == 0) {
return;
}
GL20.glAttachShader(program, this.vertexShader);
GL20.glAttachShader(program, this.fragmentShader);
GL20.glBindAttribLocation(program, 0, "vPosition");
GL20.glLinkProgram(program);
if(GL20.glGetProgrami(program, GL20.GL_LINK_STATUS) == 0) {
System.out.println("Error Creating Program: " + GL20.glGetProgramInfoLog(program, Integer.MAX_VALUE));
GL20.glDeleteProgram(program);
return;
}
this.programObject = program;
}
public void draw() {
this.create();
GL20.glUseProgram(this.programObject);
GL30.glBindVertexArray(vao_handle);
GL11.glDrawElements(GL11.GL_TRIANGLES, 2, GL11.GL_FLOAT, 0);
GL30.glBindVertexArray(0);
this.dispose();
}
public void draw(boolean useVAO) {
if(useVAO) {
this.draw();
} else {
this.create();
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.vbo_handle);
GL11.glVertexPointer(2, GL11.GL_FLOAT, 0, 0L);
GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, this.ibo_handle);
GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY);
GL11.glDrawElements(GL11.GL_TRIANGLES, this.indicies.length, GL11.GL_UNSIGNED_SHORT, 0L);
GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY);
this.dispose();
}
}
public void dispose() {
GL30.glDeleteVertexArrays(vao_handle);
GL30.glDeleteVertexArrays(vbo_handle);
GL30.glDeleteVertexArrays(ibo_handle);
this.vao_handle = -1;
this.vbo_handle = -1;
this.ibo_handle = -1;
}
private int loadShader(int type, String shaderSrc) {
int shader;
shader = GL20.glCreateShader(type);
if(shader == 0) {
return 0;
}
GL20.glShaderSource(shader, shaderSrc);
GL20.glCompileShader(shader);
if(GL20.glGetShaderi(shader, GL20.GL_COMPILE_STATUS) == 0) {
System.out.println("Error Loading Shader: " + GL20.glGetShaderInfoLog(shader, Integer.MAX_VALUE));
GL20.glDeleteShader(shader);
return 0;
}
return shader;
}
}
Instead of just showing you what you asked for in the comments, I will demonstrate how you create, render and dispose a VAO using a VBO and IBO.
VAO <=> Vertex Array Object
VBO <=> Vertex Buffer Object
IBO <=> Index Buffer Object
Creating VAO, VBO & IBO
The vao_handle, vbo_handle and ibo_handle is 3 integers containing the id/handle, these 3 variables are used in the whole following code.
vbo_data <=> FloatBuffer containing the vertices
ibo_data <=> IntBuffer containing the indices
The two above variables are used in the following code.
// Creating the VBO
vbo_handle = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
glBufferData(GL_ARRAY_BUFFER, vbo_data, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Creating the IBO
ibo_handle = glGenBuffers();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_handle );
glBufferData(GL_ELEMENT_ARRAY_BUFFER, ibo_data, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// Creating the VAO
vao_handle = glGenVertexArrays();
glBindVertexArray(vao_handle);
glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
glEnableVertexAttribArray(INDEX); // Place your own INDEX value in the parenthesis
glVertexAttribPointer(INDEX, SIZE, TYPE, NORMALIZED, STRIDE, OFFSET); // Replace all the VARIABLES with the values which fit to your VAO, VBO and IBO
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_handle);
glBindVertexArray(0);
/*
* Remember that the INDEX given in the
* glEnableVertexAttribArray() and in
* glVertexAttribPointer() is the same
* INDEX used in Shaders (GLSL)
*
* If the INDEX is 0 then in GLSL it
* should look like this
* GLSL: layout(location = 0) in vec3 position;
*
* ^ we can ignore this if you aren't
* using Shaders, though keep it in mind
* since we might need it in the future
*/
Rendering VAO
glBindVertexArray(vao_handle);
glDrawElements(MODE, SIZE, TYPE, OFFSET); // Again replace the variables, so it fits to your VAO, VBO and IBO
glBindVertexArray(0);
Dispose VAO, VBO & IBO
This is how you delete the different buffers, which is a good thing to do, when you close the program or if at some point you don't need them anymore.
glDeleteVertexArrays(vao_handle); // Deletes the VAO
glDeleteBuffers(vbo_handle); // Deletes the VBO
glDeleteBuffers(ibo_handle); // Deletes the IBO
vao_handle = -1;
vbo_handle = -1;
ibo_handle = -1;

Basic GLSL shaders not working

So I've tried to follow some tutorials on OpenGL and GLSL. I'm writing them in Java, using JOGL2, Original is in C++ though. All code compiles without any problems, shader preview in Shader designer even shows right effect, but when I run my app, it only draws blank white triangle. I can't find where am I making a mistake at all-.- btw my graphics card is Geforce GT330M, supports OpenGL 3.3, GLSL 3.30. newest drivers installed, so that shouldnt be a problem I guess.
My code for loading and creating a shader:
package OpenGL33.Utils;
import java.io.BufferedReader;
import java.io.IOException;
import java.io.InputStreamReader;
import java.util.ArrayList;
import javax.media.opengl.GL3;
public class ShaderUtils {
public int createProgram(GL3 gl, String vertexSource, String fragmentSource) throws IOException{
int v = gl.glCreateShader(GL3.GL_VERTEX_SHADER);
int f = gl.glCreateShader(GL3.GL_FRAGMENT_SHADER);
String[] strings;
/*
* vertex shader
*/
strings = loadResource(vertexSource);
gl.glShaderSource(v, strings.length, strings, (int[]) null, 0);
gl.glCompileShader(v);
/*
* fragment shader
*/
strings = loadResource(fragmentSource);
gl.glShaderSource(f, strings.length, strings, (int[]) null, 0);
gl.glCompileShader(f);
/*
* Create shader program and attach shaders
*/
int program = gl.glCreateProgram();
gl.glAttachShader(program, v);
gl.glAttachShader(program, f);
gl.glLinkProgram(program);
gl.glValidateProgram(program);
return program;
}
private String[] loadResource(String resource) throws IOException{
BufferedReader reader;
ArrayList<String> input = new ArrayList<String>();
String line;
reader = new BufferedReader(new InputStreamReader(getClass().getResource(resource).openStream()));
while ((line = reader.readLine()) != null) {
input.add(line);
}
String[] strings = new String[input.size()];
input.toArray(strings);
return strings;
}
}
Vertex shader:
#version 330
layout(location = 0) in vec4 position;
void main()
{
gl_Position = position;
}
Fragment shader:
#version 330
out vec4 outputColor;
void main()
{
float lerpValue = gl_FragCoord.y / 500.0f;
outputColor = mix(vec4(1.0f, 1.0f, 1.0f, 1.0f),
vec4(0.0f, 0.0f, 0.0f, 1.0f), lerpValue);
}
and OpenGlListener class:
package OpenGL33;
import OpenGL33.Utils.ShaderUtils;
import com.jogamp.common.nio.Buffers;
import com.jogamp.opengl.util.gl2.GLUT;
import java.io.IOException;
import java.nio.FloatBuffer;
import java.util.logging.Level;
import java.util.logging.Logger;
import javax.media.opengl.GL3;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.glu.GLU;
class OpenGlListener implements GLEventListener{
private GLU glu = new GLU();
private GLUT glut = new GLUT();
// vertex buffer
private FloatBuffer vertices;
private int[] verticesBuffer = new int[1];
private int shaderProgram;
private ShaderUtils sUtils;
// triangle coords
public static final float[] vertexPositions = {
0.0f, 0.5f, 0.0f, 1.0f,
0.5f, -0.366f, 0.0f, 1.0f,
-0.5f, -0.366f, 0.0f, 1.0f};
public OpenGlListener(){
sUtils = new ShaderUtils();
}
public void initializeVertexBuffer(GLAutoDrawable drawable){
GL3 gl = drawable.getGL().getGL3bc();
vertices = Buffers.newDirectFloatBuffer(vertexPositions.length);
vertices.put(vertexPositions);
vertices.position(0);
gl.glGenBuffers(1, verticesBuffer, 0);
gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, verticesBuffer[0]);
gl.glBufferData(GL3.GL_ARRAY_BUFFER, vertexPositions.length * 4 * Buffers.SIZEOF_FLOAT, vertices, GL3.GL_STATIC_DRAW);
gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, 0);
}
#Override
public void init(GLAutoDrawable drawable) {
GL3 gl = drawable.getGL().getGL3();
// check VBO support
if(!gl.isExtensionAvailable("GL_ARB_vertex_buffer_object")){
System.err.println("Error - missing VBO support");
}
// load shaders
try{
//tutorial 1
shaderProgram = sUtils.createProgram(gl, "/resources/shaders/FragPosition.vert", "/resources/shaders/FragPosition.frag");
//tutorial 2
//shaderProgram = sUtils.createProgram(gl, "/resources/shaders/MultiInput.vert", "/resources/shaders/MultiInput.frag");
}
catch (IOException ex) {
Logger.getLogger(OpenGlListener.class.getName()).log(Level.SEVERE, null, ex);
}
initializeVertexBuffer(drawable);
}
#Override
public void dispose(GLAutoDrawable drawable) {
//To change body of generated methods, choose Tools | Templates.
}
#Override
public void display(GLAutoDrawable drawable) {
GL3 gl = drawable.getGL().getGL3();
gl.glClear(GL3.GL_COLOR_BUFFER_BIT);
gl.glUseProgram(shaderProgram);
gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, verticesBuffer[0]);
gl.glEnableVertexAttribArray(0);
gl.glVertexAttribPointer(0, 4, GL3.GL_FLOAT, false, 0, 0);
gl.glDrawArrays(GL3.GL_TRIANGLES, 0, 3);
gl.glDisableVertexAttribArray(0);
gl.glUseProgram(0);
drawable.swapBuffers();
}
#Override
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
GL3 gl = drawable.getGL().getGL3bc();
gl.glViewport(0, 0, width, height);
}
}
App runs in swing window, drawing in GLJPanel.

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