I'm trying the whole day to get OpenGL to work in Java (with LWJGL 3/GLFW). The problem is that besides the clear color, I don't see anything drawn.
Question:
- Is the order of my OpenGL Function calls ok?
- Are there any mistakes that prevents the vertices from being drawn?
This is the order of OpenGL calls, besides the initialization. The complete program can be found here http://pastebin.com/JWJ7pqBs and is derived from the LWJGL 3 "Getting Started"-Example to skip the initialization part.
EDIT: Corrected some mistakes as stated by derhass
. But still no visible output. http://pastebin.com/FbkuusM3
EDIT2: Tried with fixed color in fragment-shader, but no vertices drawn.
Variables:
int shader;
int vao;
int vbo;
Create Shader (once):
String dummyVertexShaderSrc =
"#version 330 core"
+ "\n" + "layout(location = 0) in vec3 vs_position;"
+ "\n" + "layout(location = 1) in vec4 vs_color;"
+ "\n" + ""
+ "\n" + "out vec4 fs_color;"
+ "\n" + ""
+ "\n" + "void main() {"
+ "\n" + " gl_Position = vec4(vs_position, 1.0);"
+ "\n" + " fs_color = vs_color;"
+ "\n" + "}"
;
String dummyFragmentShaderSrc = "#version 330 core"
+ "\n" + "in vec4 fs_color;"
+ "\n" + "void main() {"
+ "\n" + " gl_FragColor = fs_color;"
+ "\n" + "}";
System.out.println("Vertex-Shader: \n" + dummyVertexShaderSrc + "\n");
System.out.println("Fragment-Shader: \n" + dummyFragmentShaderSrc + "\n");
// 1# Read/Compile VertexShader
int idVertexShader = GL20.glCreateShader(GL20.GL_VERTEX_SHADER);
GL20.glShaderSource(idVertexShader, dummyVertexShaderSrc);
GL20.glCompileShader(idVertexShader);
if (GL20.glGetShaderi(idVertexShader, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) {
System.err.println("Could not compile vertex shader: " + GL20.glGetShaderInfoLog(idVertexShader));
System.exit(-1);
}
// 2# Read/Compile FragmentShader
int idFragmentShader = GL20.glCreateShader(GL20.GL_FRAGMENT_SHADER);
GL20.glShaderSource(idFragmentShader, dummyFragmentShaderSrc);
GL20.glCompileShader(idFragmentShader);
if (GL20.glGetShaderi(idFragmentShader, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) {
System.err.println("Could not compile fragment shader: " + GL20.glGetShaderInfoLog(idFragmentShader));
System.exit(-1);
}
// 3# Create Shader-Program
shader = GL20.glCreateProgram();
GL20.glAttachShader(shader, idVertexShader);
GL20.glAttachShader(shader, idFragmentShader);
GL20.glBindAttribLocation(shader, 0, "vs_position");
GL20.glBindAttribLocation(shader, 1, "vs_color");
GL20.glLinkProgram(shader);
if (GL20.glGetProgrami(shader, GL20.GL_LINK_STATUS) == GL11.GL_FALSE) {
System.out.println("Shader linking failed: " + GL20.glGetProgramInfoLog(shader));
System.exit(-1);
}
GL20.glValidateProgram(shader);
GL20.glDeleteShader(idVertexShader);
GL20.glDeleteShader(idFragmentShader);
Create VAO/VBO (once):
vao = GL30.glGenVertexArrays();
GL30.glBindVertexArray(vao);
vbo = GL15.glGenBuffers();
GL15.glBindBuffer( GL15.GL_ARRAY_BUFFER, vbo);
GL15.glBufferData( GL15.GL_ARRAY_BUFFER, 1024 * Vertex.ByteSize, null, GL15.GL_STREAM_DRAW );
GL20.glEnableVertexAttribArray(0);
GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 0, 0);
GL20.glEnableVertexAttribArray(1);
GL20.glVertexAttribPointer(1, 4, GL11.GL_FLOAT, false, 0, 3);
GL20.glDisableVertexAttribArray(0);
GL20.glDisableVertexAttribArray(1);
GL15.glBindBuffer( GL15.GL_ARRAY_BUFFER, 0);
GL30.glBindVertexArray(0);
Fill the VAO/VBO with data (once):
Vertex[] vertices = new Vertex[] {
new Vertex(new Vector3f(-1.0f, -1.0f, 0.0f), new Color4f(0.5f, 0.5f, 0.5f, 0.5f), Vector2f.Zero),
new Vertex(new Vector3f( 1.0f, -1.0f, 0.0f), new Color4f(0.5f, 0.5f, 0.5f, 0.5f), Vector2f.Zero),
new Vertex(new Vector3f( 0.0f, 1.0f, 0.0f), new Color4f(0.5f, 0.5f, 0.5f, 0.5f), Vector2f.Zero),
};
// 1# Create buffer
FloatBuffer buffer = ByteBuffer.allocateDirect(3 * 7 * Float.BYTES).asFloatBuffer();
buffer.position(0);
for(Vertex vertex : vertices) {
buffer.put(vertex.position.x);
buffer.put(vertex.position.y);
buffer.put(vertex.position.z);
buffer.put(vertex.color.r);
buffer.put(vertex.color.g);
buffer.put(vertex.color.b);
buffer.put(vertex.color.a);
}
// 2# Write data
GL30.glBindVertexArray(vao);
GL15.glBindBuffer( GL15.GL_ARRAY_BUFFER, vbo);
GL15.glBufferSubData( GL15.GL_ARRAY_BUFFER, 3 * 7, buffer);
GL15.glBindBuffer( GL15.GL_ARRAY_BUFFER, 0);
GL30.glBindVertexArray(0);
And finally in the main loop draw the vertices (multiple times):
GL20.glUseProgram(shader);
GL30.glBindVertexArray( vao );
GL20.glEnableVertexAttribArray(0);
GL20.glEnableVertexAttribArray(1);
GL11.glDrawArrays( GL11.GL_TRIANGLES, 0, 3 );
GL20.glDisableVertexAttribArray(1);
GL20.glDisableVertexAttribArray(0);
GL30.glBindVertexArray( 0 );
GL20.glUseProgram(0);