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Java lwjgl shader program
Java lwjgl shader program







GlUniformMatrix4fv(viewProjMatrixLocation, false, viewProjMatrix.

java lwjgl shader program java lwjgl shader program

GlDisable(GL_CULL_FACE) // just to test drawing glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) Window = glfwCreateWindow(width, height, "Game", NULL, NULL) GlfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE) GlfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3) GlfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3) GlBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) GlBufferData(GL_ELEMENT_ARRAY_BUFFER, eb, GL_STATIC_DRAW) GlBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexVBO) GlVertexAttribPointer(1, 3, GL_FLOAT, false, 6 * (Float.SIZE / Byte.SIZE) * 3, 3 * (Float.SIZE / Byte.SIZE)) GlVertexAttribPointer(0, 3, GL_FLOAT, false, 6 * (Float.SIZE / Byte.SIZE) * 3, 0) GlBufferData(GL_ARRAY_BUFFER, cb, GL_STATIC_DRAW) IntBuffer eb = BufferUtils.createIntBuffer(elementArray.length) ViewProjMatrixLocation = glGetUniformLocation(program, "viewProjMatrix") ĬolorLocation = glGetUniformLocation(program, "color") įloatBuffer cb = BufferUtils.createFloatBuffer(colorArray.length) įloatBuffer vb = BufferUtils.createFloatBuffer(vertexArray.length) Int fs = glCreateShader(GL_FRAGMENT_SHADER) This method uses just a single string, that should NOT be null-terminated. " gl_Position = viewProjMatrix * vec4(position, 1.0) \n" + public static void glShaderSourceARB(int shader, string) The ARBshaderobjects extension allows multiple, optionally null-terminated, source strings to define a shader program. "layout(location=0) in vec3 position \n" + Int vs = glCreateShader(GL_VERTEX_SHADER) Matrix4f viewProjMatrix = new Matrix4f() įloatBuffer fb = BufferUtils.createFloatBuffer(16)

Java lwjgl shader program code#

Other than that I can't seem to figure out what the problem is.Īnyway, my question is how can the shader code be fixed to show a cube? I've searched for days trying to find the answer, so any help would be appreciated. I also turned off backface culling and made sure the znear and zfar was set correctly. I tried making the cube large, so if it was behind the camera, it would still be visible.

java lwjgl shader program

When I looked at the lwjglx debug output it didn't show any errors. So then I went on to add shaders and it all broke. It was using vbos and indicies and it did draw a colored cube like it should. The program worked fine until I added shaders. So I made a program to draw a simple cube with colors at each vertex.







Java lwjgl shader program