2016-03-28 17 views
0

Şimdiye kadar, bir pencereye bir resim çizmek için bir pencere ve bir yöntem oluşturdum. Ancak, benim render fonksiyonumda ekrana çizerken çağırdığımda; Hiçbir şey yapmıyor ve sadece siyah bir ekran gösteriyor.Fotoğrafım neden pencereye çekmiyor?

İşte benim kodudur:

package io.rkshah; 

import static org.lwjgl.glfw.GLFW.*; 
import static org.lwjgl.opengl.GL11.*; 
import static org.lwjgl.system.MemoryUtil.NULL; 

import java.awt.image.BufferedImage; 
import java.io.File; 
import java.io.IOException; 
import java.nio.ByteBuffer; 

import javax.imageio.ImageIO; 

import org.lwjgl.BufferUtils; 
import org.lwjgl.glfw.GLFWVidMode; // again used for primary monitor stuff. 
import org.lwjgl.opengl.GL; 

public class PixelGame implements Runnable 
{ 
    public static final String TITLE = "PixelGame"; 

    private Thread mainThread; 
    private boolean isRunning = true; 
    private long window; 
    private int width = 600, height = 400; 

    public void start() { 
     isRunning = true; 
     mainThread = new Thread(this, TITLE); 
     mainThread.start(); 
    } 

    public void init() { 
     if(glfwInit() != GL_TRUE) 
      System.err.println("GLFW initialization failed!"); 

     glfwWindowHint(GLFW_RESIZABLE, GL_TRUE); 

     window = glfwCreateWindow(width, height, TITLE, NULL, NULL); 
     if(window == NULL) 
      System.err.println("Could not create our Window!"); 

     GLFWVidMode vidMode = glfwGetVideoMode(glfwGetPrimaryMonitor()); 

     glfwSetWindowPos(window, (vidMode.width()/2) - (width/2), (vidMode.height()/2) - (height/2)); 
     glfwMakeContextCurrent(window); 
     glfwShowWindow(window); 
     GL.createCapabilities(); 
    } 

    public void update() { 
     glfwPollEvents(); // Polls for window events such as closing 
    } 

    public void render() { 
     drawBackgroundLayer(); 
     glfwSwapBuffers(window); // Swaps out our buffers 
    } 

    @Override 
    public void run() { 
     init(); 
     while(isRunning) { 
      update(); 
      render(); 

      if(glfwWindowShouldClose(window) == GL_TRUE) 
       isRunning = false; 
     } 
    } 

    public void drawBackgroundLayer() { 
     BufferedImage img = null; 
     try { 
      img = ImageIO.read(new File("res/bg.png")); 
      drawImage(img); 
     } catch(IOException e) { 
      e.printStackTrace(); 
     } 
    } 

    public void drawImage(BufferedImage image) { 
     int[] pixels = new int[image.getWidth() * image.getHeight()]; 
     image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth()); 

     ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * 4); // 4 bytes per pixel for rgba 

     for(int y = 0; y < image.getHeight(); y++) { 
      for(int x = 0; x < image.getWidth(); x++) { 
       int pixel = pixels[y * image.getWidth() + x]; 
       buffer.put((byte) ((pixel >> 16) & 0xFF)); // Red component 
       buffer.put((byte) ((pixel >> 8) & 0xFF)); // Green component 
       buffer.put((byte) (pixel & 0xFF)); // Blue component 
       buffer.put((byte) ((pixel >> 24) & 0xFF)); // Alpha component 
      } 
     } 

     buffer.flip(); // Flip the byte buffer for OpenGL 

     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer); 
    } 

    public static void main(String args[]) { 
     PixelGame pg = new PixelGame(); 
     pg.start(); 
    } 
} 

Bütün ithalatı çalışmak ve görüntü kesinlikle orada ya da başka bir hata atılmış olacağını olduğunu.

cevap

0

Dörtlü oluşturmaya, görüntünüzü dokuya mı ekledikten sonra görüntünüzü oluşturmaya çalıştınız mı? İlk önce boş bir dörtlü oluşturacağım. Ardından, görüntüyü dörtlüye bağlarım. İşte

public class GuiRenderer { 

private final RawModel quad; 
private GuiShader shader; 

/** 
* @param loader Loader to use in rendering 
* 
* Constructor of GuiRenderer 
*/ 
public GuiRenderer(Loader loader){ 
    float[] positions = {-1, 1, -1, -1, 1, 1, 1, -1}; 
    quad = loader.loadToVAO(positions, 2); 
    shader = new GuiShader(); 
} 

/** 
* @param guis  List GuiTextures to be rendered 
* 
* Renders GuiTextures to screen 
*/ 
public void render(List<GuiTexture> guis){ 

    if(!guis.isEmpty()) { 
     shader.start(); 
     GL30.glBindVertexArray(quad.getVaoID()); 
     GL20.glEnableVertexAttribArray(0); 
     GL11.glEnable(GL11.GL_BLEND); 
     GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); 
     GL11.glDisable(GL11.GL_DEPTH_TEST); 
     for(GuiTexture gui: guis){ 
      GL13.glActiveTexture(GL13.GL_TEXTURE0); 
      GL11.glBindTexture(GL11.GL_TEXTURE_2D, gui.getTexture()); 
      Matrix4f matrix = Maths.createTransformationMatrix(gui.getPosition(), gui.getScale()); 
      shader.loadTransformation(matrix); 
      GL11.glDrawArrays(GL11.GL_TRIANGLE_STRIP, 0, quad.getVertexCount()); 
     } 
     GL11.glEnable(GL11.GL_DEPTH_TEST); 
     GL11.glDisable(GL11.GL_BLEND); 
     GL20.glDisableVertexAttribArray(0); 
     GL30.glBindVertexArray(0); 
     shader.stop(); 
    } 

} 

/** 
* Cleans up shader 
*/ 
public void cleanUp(){ 
    shader.cleanUp(); 
} 
} 

Ben başvuru yükleyici edilir:

public RawModel loadToVAO(float[] positions, int dimensions) { 
    int vaoID = createVAO(); 
    this.storeDataInAttributeList(0, dimensions, positions); 
    unbindVAO(); 
    return new RawModel(vaoID, positions.length/dimensions); 
} 
private FloatBuffer storeDataInFloatBuffer(float[] data) { 
    FloatBuffer buffer = BufferUtils.createFloatBuffer(data.length); 
    buffer.put(data); 
    buffer.flip(); 
    return buffer; 
} 

public int loadTexture(String fileName) { 
    BufferedImage image = null; 

    try { 
     image = ImageIO.read(new File(fileName)); 
    } catch (IOException e) { 
     Debug.addData(Loader.class + " File not found: " + fileName); 
     Debug.addData(e.getMessage()); 
    } 

    int[] pixels = new int[image.getWidth() * image.getHeight()]; 
    image.getRGB(0, 0, image.getWidth(), image.getHeight(), pixels, 0, image.getWidth()); 

    ByteBuffer buffer = BufferUtils.createByteBuffer(image.getWidth() * image.getHeight() * 4); //4 for RGBA, 3 for RGB 

    for(int y = 0; y < image.getHeight(); y++){ 
     for(int x = 0; x < image.getWidth(); x++){ 
      int pixel = pixels[y * image.getWidth() + x]; 
      buffer.put((byte) ((pixel >> 16) & 0xFF)); 
      buffer.put((byte) ((pixel >> 8) & 0xFF)); 
      buffer.put((byte) (pixel & 0xFF)); 
      buffer.put((byte) ((pixel >> 24) & 0xFF)); 
     } 
    } 

    buffer.flip(); 

    int textureID = GL11.glGenTextures(); 

    GL30.glGenerateMipmap(GL11.GL_TEXTURE_2D); 
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_LINEAR); 
    GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL14.GL_TEXTURE_LOD_BIAS, -1f); 

    if(GL.getCapabilities().GL_EXT_texture_filter_anisotropic) { 
     float amount = Math.min(4f, GL11.glGetFloat(EXTTextureFilterAnisotropic.GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT)); 
     GL11.glTexParameterf(GL11.GL_TEXTURE_2D, EXTTextureFilterAnisotropic.GL_TEXTURE_MAX_ANISOTROPY_EXT, amount); 
    } 

    GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID); 

    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT); 
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT); 


    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST); 
    GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST); 

    GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA8, image.getWidth(), image.getHeight(), 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, buffer); 

    textures.add(textureID); 
    return textureID; 
} 

GUITexture gerekli tüm render bilgidir sarar İşte kabaca aynı kavramdır ben render GUI'leri için kullanmak kodudur Bu:

: render almak için
public class GuiTexture { 

private int texture; 
private Vector2f position; 
private Vector2f scale; 

/** 
* @param texture GPU texture ID 
* @param position Position of GUI 
* @param scale  Scale of Entity 
* 
* Constructor 
*/ 
public GuiTexture(int texture, Vector2f position, Vector2f scale) { 
    this.texture = texture; 
    this.position = position; 
    this.scale = scale; 
} 

/** 
* @return int GPU Texture ID 
* 
* Gets texture ID of GUI Texture 
*/ 
public int getTexture() { 
    return texture; 
} 

/** 
* @return Vector2f Position of GUI Texture 
* 
* Gets position of GUI Texture 
*/ 
public Vector2f getPosition() { 
    return position; 
} 

/** 
* @return Vector2f Scale of GUI Texture 
* 
* Gets scale of GUI Texture 
*/ 
public Vector2f getScale() { 
    return scale; 
} 

} 

, ben yöntemi kullanmak

Vertex:

Benim burada shaderlara bir bağlantı ekleyecektir https://github.com/dragonslayer0531/Luminos/blob/master/res/shaders/gui.vert Parçası: https://github.com/dragonslayer0531/Luminos/blob/master/res/shaders/gui.frag ileride referans olarak kullanmak için isterseniz Benim tüm proje burada bulunur

. Dokümantasyonu daha iyi hale getirmek için çalışıyorum, bunun için çok üzgünüm.

https://github.com/dragonslayer0531/Luminos

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