OpenGL 在编码着色器时找不到上下文。: LWJGL
OpenGL doesn't find context while coding shaders.: LWJGL
我在 lwjgl 上,只是在编写我的引擎,因为我要将它重新用于其他项目。但是当我对我的着色器进行编码和测试时,它给出了这个错误。
FATAL ERROR in native method: Thread[main,5,main]: No context is current or a function that is not available in the current context was called. The JVM will abort execution.
at org.lwjgl.opengl.GL20C.glCreateShader(Native Method)
at org.lwjgl.opengl.GL20.glCreateShader(GL20.java:253)
at bengine.shaders.ShaderProgram.loadShader(ShaderProgram.java:51)
at bengine.shaders.ShaderProgram.<init>(ShaderProgram.java:13)
at bengine.shaders.StaticShader.<init>(StaticShader.java:10)
at Main.jav.init(jav.java:53)
at bengine.window.CustomWindow.gameloop(CustomWindow.java:54)
at bengine.window.WindowRunner.runWindow(WindowRunner.java:7)
at Main.jav.main(jav.java:59)
Process finished with exit code 1
我需要答案,请务必给出答案,并说明这是否已被关闭。
这是我的代码:
ShaderProgram.java:
package bengine.shaders;
import org.lwjgl.opengl.GL20;
import java.io.*;
public abstract class ShaderProgram {
private int shadersID;
private int vertexShaderID;
private int fragmentShaderID;
public ShaderProgram(String vertFile, String fragFile) {
vertexShaderID = ShaderProgram.loadShader(vertFile, GL20.GL_VERTEX_SHADER);
fragmentShaderID = ShaderProgram.loadShader(fragFile, GL20.GL_FRAGMENT_SHADER);
shadersID = GL20.glCreateProgram();
GL20.glAttachShader(shadersID, vertexShaderID);
GL20.glAttachShader(shadersID, fragmentShaderID);
GL20.glLinkProgram(shadersID);
GL20.glValidateProgram(shadersID);
}
public void start() { GL20.glUseProgram(shadersID); }
public void stop() { GL20.glUseProgram(0); }
public void clear() {
stop();
GL20.glDetachShader(shadersID, vertexShaderID);
GL20.glDetachShader(shadersID, fragmentShaderID);
GL20.glDeleteShader(vertexShaderID);
GL20.glDeleteShader(fragmentShaderID);
GL20.glDeleteProgram(shadersID);
}
protected void bindAttribute(int attribute, String variableName) {
GL20.glBindAttribLocation(shadersID, attribute, variableName);
}
protected abstract void bindAttributes();
private static int loadShader(String file, int type) {
StringBuilder shaderSource = new StringBuilder();
try {
BufferedReader reader = new BufferedReader(new FileReader(file));
String line;
while((line = reader.readLine()) != null) {
shaderSource.append(line).append("\n");
}
} catch(IOException e) {
e.printStackTrace();
}
int shaderID = GL20.glCreateShader(type);
GL20.glShaderSource(shaderID, shaderSource);
GL20.glCompileShader(shaderID);
return shaderID;
}
}
StaticShader.java:
package bengine.shaders;
import org.lwjgl.glfw.GLFW;
public class StaticShader extends ShaderProgram {
private static final String VERTEX_FILE = "src/bengine/shaders/vertShader.glsl";
private static final String FRAGMENT_FILE = "src/bengine/shaders/fragmentShader.glsl";
public StaticShader() {
super(VERTEX_FILE, FRAGMENT_FILE);
}
@Override
protected void bindAttributes() {
super.bindAttribute(0, "position");
}
}
两个着色器:
fragment shader:
#version 400 core
in vec3 colour;
out vec4 col;
void main(void) {
col = vec4(colour, 1.0);
}
vertex shader:
#version 400 core
in vec3 position;
out vec3 colour;
void main(void) {
gl_Position = vec4(position, 1.0);
colour = vec3(position.x, position.y, position.z);
}
还有 window.
package bengine.window;
import bengine.math.Vector4;
import bengine.shaders.ShaderProgram;
import bengine.shaders.StaticShader;
import org.lwjgl.opengl.GL;
import org.lwjgl.opengl.GL11;
import static org.lwjgl.glfw.GLFW.*;
public abstract class CustomWindow {
private long window;
public StaticShader shader;
public CustomWindow(int w, int h, String name) {
if(!glfwInit()) {
System.err.println("Bengi engine failure: GLFW initialization failed, this is a internal error, can't be fixed.");
}
glfwDefaultWindowHints();
this.window = glfwCreateWindow(w, h, name, 0, 0);
if(this.window == 0) {
System.err.println("Bengi engine failure: Window is 0.");
}
System.out.println("Window created.");
glfwMakeContextCurrent(window);
System.out.println("Context was made.");
}
public abstract void render();
public abstract void update();
public abstract void init();
public void swapBuffers() {
glfwSwapBuffers(this.window);
}
public void enableGLClearWith(int mode, Vector4 color) {
GL11.glClearColor(color.getX(), color.getY(), color.getZ(), color.getW());
GL11.glClear(mode);
}
public void runTask(Task task) {
task.runTask();
}
protected void gameloop() {
glfwInit(); // to avoid null pointer
//glfwMakeContextCurrent(window);
init();
GL.createCapabilities(true);
while(!glfwWindowShouldClose(this.window)) {
//swapBuffers();
render();
update();
glfwPollEvents();
}
}
}
Main.java:
package Main;
import bengine.math.Vector4;
import bengine.window.*;
import bengine.CONSTANTS;
import bengine.window.WindowRunner;
import bengine.math.Vector3;
import bengine.renderer.Mesh;
import bengine.renderer.Renderer;
import bengine.renderer.Vertex;
import bengine.shaders.StaticShader;
//import org.lwjgl.opengl.GL11;
public class jav {
public static CustomWindow window;
public static void main(String[] args) {
Mesh mesh = new Mesh(
new Vertex[] {
new Vertex(new Vector3(-0.5f, -0.5f, -0.5f)),
new Vertex(new Vector3(-0.5f, 0.5f, -0.5f)),
new Vertex(new Vector3(0.5f, -0.5f, -0.5f)),
new Vertex(new Vector3(0.5f, 0.5f, -0.5f)),
new Vertex(new Vector3(0.0f, 0.6f, -0.5f)),
},
new int[] {
0, 1, 2, 1, 3, 2, 1, 4, 3
}
);
Renderer renderer = new Renderer();
window = new CustomWindow(1200, 800, "hello world") {
@Override
public void render() {
swapBuffers();
enableGLClearWith(CONSTANTS.COLOR, new Vector4(0f, 0f, 0f, 1f));
shader.start();
renderer.renderMesh(mesh, CONSTANTS.TRI_RENDER);
shader.stop();
}
@Override
public void update() {
}
@Override
public void init() {
shader = new StaticShader();
}
};
WindowRunner runner = new WindowRunner();
runner.runWindow(window);
}
}
和 window 跑步者(稍后弃用)
package bengine.window;
import org.jetbrains.annotations.NotNull;
public class WindowRunner {
public static void runWindow(@NotNull CustomWindow window) {
window.gameloop();
}
}
我不知道为什么会这样,渲染器中的所有其他包和其他包都有上下文。请回答。
GL.createCapabilities(true);
必须在 init()
之前调用。注释中是一个抽象方法。它被覆盖并在 init
中构造 StaticShader
对象。所以必须提前保证OpenGL能力:
protected void gameloop() {
GL.createCapabilities(true);
init();
while(!glfwWindowShouldClose(this.window)) {
//swapBuffers();
render();
update();
glfwPollEvents();
}
}
我在 lwjgl 上,只是在编写我的引擎,因为我要将它重新用于其他项目。但是当我对我的着色器进行编码和测试时,它给出了这个错误。
FATAL ERROR in native method: Thread[main,5,main]: No context is current or a function that is not available in the current context was called. The JVM will abort execution.
at org.lwjgl.opengl.GL20C.glCreateShader(Native Method)
at org.lwjgl.opengl.GL20.glCreateShader(GL20.java:253)
at bengine.shaders.ShaderProgram.loadShader(ShaderProgram.java:51)
at bengine.shaders.ShaderProgram.<init>(ShaderProgram.java:13)
at bengine.shaders.StaticShader.<init>(StaticShader.java:10)
at Main.jav.init(jav.java:53)
at bengine.window.CustomWindow.gameloop(CustomWindow.java:54)
at bengine.window.WindowRunner.runWindow(WindowRunner.java:7)
at Main.jav.main(jav.java:59)
Process finished with exit code 1
我需要答案,请务必给出答案,并说明这是否已被关闭。
这是我的代码:
ShaderProgram.java:
package bengine.shaders;
import org.lwjgl.opengl.GL20;
import java.io.*;
public abstract class ShaderProgram {
private int shadersID;
private int vertexShaderID;
private int fragmentShaderID;
public ShaderProgram(String vertFile, String fragFile) {
vertexShaderID = ShaderProgram.loadShader(vertFile, GL20.GL_VERTEX_SHADER);
fragmentShaderID = ShaderProgram.loadShader(fragFile, GL20.GL_FRAGMENT_SHADER);
shadersID = GL20.glCreateProgram();
GL20.glAttachShader(shadersID, vertexShaderID);
GL20.glAttachShader(shadersID, fragmentShaderID);
GL20.glLinkProgram(shadersID);
GL20.glValidateProgram(shadersID);
}
public void start() { GL20.glUseProgram(shadersID); }
public void stop() { GL20.glUseProgram(0); }
public void clear() {
stop();
GL20.glDetachShader(shadersID, vertexShaderID);
GL20.glDetachShader(shadersID, fragmentShaderID);
GL20.glDeleteShader(vertexShaderID);
GL20.glDeleteShader(fragmentShaderID);
GL20.glDeleteProgram(shadersID);
}
protected void bindAttribute(int attribute, String variableName) {
GL20.glBindAttribLocation(shadersID, attribute, variableName);
}
protected abstract void bindAttributes();
private static int loadShader(String file, int type) {
StringBuilder shaderSource = new StringBuilder();
try {
BufferedReader reader = new BufferedReader(new FileReader(file));
String line;
while((line = reader.readLine()) != null) {
shaderSource.append(line).append("\n");
}
} catch(IOException e) {
e.printStackTrace();
}
int shaderID = GL20.glCreateShader(type);
GL20.glShaderSource(shaderID, shaderSource);
GL20.glCompileShader(shaderID);
return shaderID;
}
}
StaticShader.java:
package bengine.shaders;
import org.lwjgl.glfw.GLFW;
public class StaticShader extends ShaderProgram {
private static final String VERTEX_FILE = "src/bengine/shaders/vertShader.glsl";
private static final String FRAGMENT_FILE = "src/bengine/shaders/fragmentShader.glsl";
public StaticShader() {
super(VERTEX_FILE, FRAGMENT_FILE);
}
@Override
protected void bindAttributes() {
super.bindAttribute(0, "position");
}
}
两个着色器:
fragment shader:
#version 400 core
in vec3 colour;
out vec4 col;
void main(void) {
col = vec4(colour, 1.0);
}
vertex shader:
#version 400 core
in vec3 position;
out vec3 colour;
void main(void) {
gl_Position = vec4(position, 1.0);
colour = vec3(position.x, position.y, position.z);
}
还有 window.
package bengine.window;
import bengine.math.Vector4;
import bengine.shaders.ShaderProgram;
import bengine.shaders.StaticShader;
import org.lwjgl.opengl.GL;
import org.lwjgl.opengl.GL11;
import static org.lwjgl.glfw.GLFW.*;
public abstract class CustomWindow {
private long window;
public StaticShader shader;
public CustomWindow(int w, int h, String name) {
if(!glfwInit()) {
System.err.println("Bengi engine failure: GLFW initialization failed, this is a internal error, can't be fixed.");
}
glfwDefaultWindowHints();
this.window = glfwCreateWindow(w, h, name, 0, 0);
if(this.window == 0) {
System.err.println("Bengi engine failure: Window is 0.");
}
System.out.println("Window created.");
glfwMakeContextCurrent(window);
System.out.println("Context was made.");
}
public abstract void render();
public abstract void update();
public abstract void init();
public void swapBuffers() {
glfwSwapBuffers(this.window);
}
public void enableGLClearWith(int mode, Vector4 color) {
GL11.glClearColor(color.getX(), color.getY(), color.getZ(), color.getW());
GL11.glClear(mode);
}
public void runTask(Task task) {
task.runTask();
}
protected void gameloop() {
glfwInit(); // to avoid null pointer
//glfwMakeContextCurrent(window);
init();
GL.createCapabilities(true);
while(!glfwWindowShouldClose(this.window)) {
//swapBuffers();
render();
update();
glfwPollEvents();
}
}
}
Main.java:
package Main;
import bengine.math.Vector4;
import bengine.window.*;
import bengine.CONSTANTS;
import bengine.window.WindowRunner;
import bengine.math.Vector3;
import bengine.renderer.Mesh;
import bengine.renderer.Renderer;
import bengine.renderer.Vertex;
import bengine.shaders.StaticShader;
//import org.lwjgl.opengl.GL11;
public class jav {
public static CustomWindow window;
public static void main(String[] args) {
Mesh mesh = new Mesh(
new Vertex[] {
new Vertex(new Vector3(-0.5f, -0.5f, -0.5f)),
new Vertex(new Vector3(-0.5f, 0.5f, -0.5f)),
new Vertex(new Vector3(0.5f, -0.5f, -0.5f)),
new Vertex(new Vector3(0.5f, 0.5f, -0.5f)),
new Vertex(new Vector3(0.0f, 0.6f, -0.5f)),
},
new int[] {
0, 1, 2, 1, 3, 2, 1, 4, 3
}
);
Renderer renderer = new Renderer();
window = new CustomWindow(1200, 800, "hello world") {
@Override
public void render() {
swapBuffers();
enableGLClearWith(CONSTANTS.COLOR, new Vector4(0f, 0f, 0f, 1f));
shader.start();
renderer.renderMesh(mesh, CONSTANTS.TRI_RENDER);
shader.stop();
}
@Override
public void update() {
}
@Override
public void init() {
shader = new StaticShader();
}
};
WindowRunner runner = new WindowRunner();
runner.runWindow(window);
}
}
和 window 跑步者(稍后弃用)
package bengine.window;
import org.jetbrains.annotations.NotNull;
public class WindowRunner {
public static void runWindow(@NotNull CustomWindow window) {
window.gameloop();
}
}
我不知道为什么会这样,渲染器中的所有其他包和其他包都有上下文。请回答。
GL.createCapabilities(true);
必须在 init()
之前调用。注释中是一个抽象方法。它被覆盖并在 init
中构造 StaticShader
对象。所以必须提前保证OpenGL能力:
protected void gameloop() {
GL.createCapabilities(true);
init();
while(!glfwWindowShouldClose(this.window)) {
//swapBuffers();
render();
update();
glfwPollEvents();
}
}