Reputation: 133
I have 3 FloatBuffers
- vertices, normals and colors which contain what the name suggests. I also have an IntBuffer
to keep track of the indexing.
The data looks correct, but I'm having trouble displaying it. I just see a blank canvas. I'm not sure what I am doing wrong. I'm guessing something is being overlooked in init()
, display()
, reshape()
and dispose()
. Can anyone tell me if you find something glaringly wrong in the code below, and why you think nothing is being displayed?
@Override
public void init(GLAutoDrawable drawable) {
GL2 gl = drawable.getGL().getGL2();
gl.glClearColor(.0f, .0f, .2f, 0.9f);
gl.glEnable(GL2.GL_DEPTH_TEST);
gl.glDepthFunc(GL2.GL_LESS);
gl.glEnable(GL2.GL_CULL_FACE);
gl.glEnable(GL2.GL_LIGHTING);
gl.glEnable(GL2.GL_LIGHT0);
gl.glEnable(GL2.GL_AUTO_NORMAL);
gl.glEnable(GL2.GL_NORMALIZE);
gl.glFrontFace(GL2.GL_CCW);
gl.glCullFace(GL2.GL_BACK);
gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL2.GL_NICEST);
gl.glShadeModel(GL2.GL_SMOOTH);
if (viewMesh) {
gl.glPolygonMode(GL2.GL_FRONT_AND_BACK, GL2.GL_LINE);
} else {
gl.glPolygonMode(GL2.GL_FRONT_AND_BACK, GL2.GL_FILL);
}
glu = new GLU();
// Build the VBOs
VBO = IntBuffer.allocate(4);
gl.glGenBuffers(4, VBO);
vertVBOID = VBO.get(0);
normalVBOID = VBO.get(1);
colorVBOID = VBO.get(2);
indexVBOID = VBO.get(3);
// vertices
int vsize = sd.verts.capacity() * BufferUtil.SIZEOF_FLOAT;
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, vertVBOID); // get a valid name
gl.glBufferData(GL2.GL_ARRAY_BUFFER, vsize, sd.verts, GL2.GL_STATIC_DRAW);
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, 0); // reset
// normals
int nsize = sd.normals.capacity() * BufferUtil.SIZEOF_FLOAT;
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, normalVBOID);
gl.glBufferData(GL2.GL_ARRAY_BUFFER, nsize, sd.normals, GL2.GL_STATIC_DRAW);
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, 0);
// colors
int csize = sd.colors.capacity() * BufferUtil.SIZEOF_FLOAT;
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, colorVBOID);
gl.glBufferData(GL2.GL_ARRAY_BUFFER, csize, sd.colors, GL2.GL_STATIC_DRAW);
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, 0);
int isize = sd.indices.capacity() * BufferUtil.SIZEOF_INT;
gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER, indexVBOID);
gl.glBufferData(GL2.GL_ELEMENT_ARRAY_BUFFER, isize, sd.indices, GL2.GL_STATIC_DRAW);
gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER, 0);
// sd.verts = null; // copy of data is no longer necessary, it is in the graphics card now.
// sd.colors = null;
// sd.normals = null;
// sd.indices = null;
}
@Override
public void display(GLAutoDrawable drawable) {
GL2 gl = drawable.getGL().getGL2();
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glLoadIdentity();
glu.gluLookAt(45, 0, 0, 0, 0, 0, 0.0, 1.0, 0.0);
gl.glScalef(scale, scale, scale);
gl.glRotatef(rot, 0, 1, 0);
gl.glTranslatef(-sd.tr_x, -sd.tr_y, -sd.tr_z);
gl.glEnableClientState(GLPointerFunc.GL_VERTEX_ARRAY);
gl.glEnableClientState(GLPointerFunc.GL_NORMAL_ARRAY);
gl.glEnableClientState(GLPointerFunc.GL_COLOR_ARRAY);
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, normalVBOID);
gl.glNormalPointer(GL2.GL_FLOAT, 0, 0);
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, colorVBOID);
gl.glColorPointer(3, GL2.GL_FLOAT, 0, 0);
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, vertVBOID);
gl.glVertexPointer(3, GL2.GL_FLOAT, 0, 0);
gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER, indexVBOID);
gl.glDrawElements(GL2.GL_TRIANGLES, sd.indices.capacity(), GL2.GL_INT, 0);
gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER, 0); // unbind it
gl.glDisableClientState(GLPointerFunc.GL_VERTEX_ARRAY);
gl.glDisableClientState(GLPointerFunc.GL_NORMAL_ARRAY);
gl.glDisableClientState(GLPointerFunc.GL_COLOR_ARRAY);
}
@Override
public void reshape(GLAutoDrawable drawable, int x, int y, int w, int h) {
GL2 gl = drawable.getGL().getGL2();
double fov = (Math.PI / 4.0);
double zmm = Math.abs(sd.min_z - sd.max_z);
camdist = (zmm / 2.0) / Math.tan(fov / 2.0);
h = (h == 0) ? 1 : h;
gl.glViewport(0, 0, w, h);
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
glu.gluPerspective(camdist, w / (float) h, 0.1f, 1000.0);
}
/**
* Initilaize graphics
*/
public void initOGL() {
profile = GLProfile.get(GLProfile.GL2);
caps = new GLCapabilities(profile);
caps.setHardwareAccelerated(true);
canvas = new GLCanvas(caps);
canvas.addGLEventListener(this);
canvas.requestFocusInWindow();
getContentPane().add(canvas); // add to the frame
}
@Override
public void dispose(GLAutoDrawable drawable) {
}
Upvotes: 1
Views: 475
Reputation: 54642
One clear problem is in the draw call:
gl.glDrawElements(GL2.GL_TRIANGLES, sd.indices.capacity(), GL2.GL_INT, 0);
GL_INT
is not valid for the type argument of glDrawElements()
. The only valid values are GL_UNSIGNED_BYTE
, GL_UNSIGNED_SHORT
and GL_UNSIGNED_INT
. So the call needs to be:
gl.glDrawElements(GL2.GL_TRIANGLES, sd.indices.capacity(), GL2.GL_UNSIGNED_INT, 0);
Anytime you have a problem with OpenGL code not working as expected, make sure that you call glGetError()
. With the call from your code, you should immediately get a GL_INVALID_ENUM
error.
Also, your perspective setup code looks somewhat suspicious. I don't fully understand what you're trying to do there, but even just the naming suggests a possible misunderstanding:
glu.gluPerspective(camdist, w / (float) h, 0.1f, 1000.0);
The first argument of gluPerspective()
is the field-of-view angle (in degrees), not a distance.
Upvotes: 3