2013-11-15 14 views
6

Ich versuche this JOGL demo, eine Java-Demo zur Verwendung von OpenGL ES 2.0 in Scala zu reproduzieren. Kompilieren erfolgreich ist, aber versucht, dies ergibt die folgende Ausgabe auszuführen:Odd NullPointerException beim Reproduzieren einer Java OpenGL ES 2.0-Demo in Scala

Main() called 
libEGL warning: DRI2: failed to authenticate 
Chosen GL capabilities: GLCaps[glx vid 0xae, fbc 0x17a: rgba 8/8/8/8, 
trans-rgba 0xff/ff/ff/ff, accum-rgba 16/16/16/16, dp/st/ms 24/0/0, dbl, mono , hw,  
GLProfile[GL2ES2/GL3.hw], on-scr[.]] 
INIT GL IS: jogamp.opengl.gl4.GL4bcImpl 
GL_VENDOR: NVIDIA Corporation 
GL_RENDERER: GeForce GTX 260/PCIe/SSE2 
GL_VERSION: 3.3.0 NVIDIA 304.88 

vertex Shader successfully compiled! 
fragment Shader successfully compiled! 
Exception in thread "main-Display-.x11_:0.0-1-EDT-1" java.lang.NullPointerException 
at jogamp.newt.driver.x11.DisplayDriver.dispatchMessagesNative(DisplayDriver.java:103) 
at jogamp.newt.DisplayImpl.dispatchMessages(DisplayImpl.java:540) 
at jogamp.newt.DisplayImpl$5.run(DisplayImpl.java:463) 
at jogamp.newt.DefaultEDTUtil$NEDT.run(DefaultEDTUtil.java:326) 
X11Util.Display: Shutdown (JVM shutdown: true, open (no close attempt): 2/2, reusable 
(open, marked uncloseable): 0, pending (open in creation order): 2) 
X11Util: Open X11 Display Connections: 2 
X11Util: Open[0]: NamedX11Display[:0.0, 0x7da0cab0, refCount 1, unCloseable false] 
X11Util: Open[1]: NamedX11Display[:0.0, 0x7da1bea8, refCount 1, unCloseable false] 

Es gelingt Rendering vielleicht 1 oder ein paar Frames, bevor die Ausnahme steigt. Und die Erwartung erscheint nicht, wenn ich sie vom jswat-Debugger aus starte.

Fehle ich etwas wirklich offensichtlich? Hat jemand anderes ein ähnliches Problem mit Scala und OpenGL ES 2.0 erlebt?

Ich verwende Linux Mint 13 und Ant, um den Code zu kompilieren und auszuführen. Mein Scala-Code lautet:

import javax.media.opengl.GL; 
import javax.media.opengl.GL2ES2; 
import javax.media.opengl.GLAutoDrawable; 
import javax.media.opengl.GLEventListener; 
import javax.media.opengl.GLProfile; 
import javax.media.opengl.GLCapabilities; 

import com.jogamp.newt.opengl.GLWindow; 
import com.jogamp.opengl.util._; 
import com.jogamp.common.nio.Buffers; 

import java.nio.FloatBuffer; 

// explicitly enabling postifx length operator: 
import scala.language.postfixOps; 

object RectangleDisplayer extends GLEventListener { 
    val vertexShaderCode : Array[String] = 
Array("#if __VERSION__ >= 130\n", 
" #define attribute in\n", 
" #define varying out\n", 
"#endif\n", 

"#ifdef GL_ES\n", 
"precision mediump float; \n", 
"precision mediump int; \n", 
"#endif \n", 

"uniform mat4 uniform_Projection; \n", 
"attribute vec4 attribute_Position;\n", 
"attribute vec4 attribute_Color;\n", 

"varying vec4 varying_Color;\n", 

"void main(void)\n", 
"{\n", 
" varying_Color = attribute_Color;\n", 
" gl_Position = uniform_Projection * attribute_Position;\n", 
"}\n") 

    val fragmentShaderCode : Array[String] = 
Array("#if __VERSION__ >= 130\n", 
" #define varying in\n", 
" out vec4 mgl_FragColor;\n", 
" #define texture2D texture\n", 
" #define gl_FragColor mgl_FragColor\n", 
"#endif\n", 

"#ifdef GL_ES\n", 
"precision mediump float;\n", 
"precision mediump int;\n", 
"#endif\n", 

"varying vec4 varying_Color; \n", 

"void main(void)\n", 
"{\n", 
" gl_FragColor = varying_Color;\n", 
"}\n") 

    var width : Int = 640 
    var height : Int = 480 

    // Scheinbar müssen in Scala alle Variablen zu Beginn initialisiert sein 
    var shaderProgram : Int = 0 
    var vertexShader : Int = 0 
    var fragmentShader : Int = 0 

    var vboHandles : Array[Int] = new Array[Int](2) 
    var vboVertices : Int = 0 
    var vboColors : Int = 0 

    var ModelViewProjectionMatrix_location : Int = 0 


    def compileShaderIntoProgram(gl : GL2ES2, theShader : Int, shaderCode : Array[String]):Unit = { 
    /*println("Shader code") 
    for (l <- shaderCode) { 
     print(l) 
    }*/ 
    val lengths = shaderCode map(_ length) 
    gl.glShaderSource(theShader, shaderCode.length, shaderCode, lengths, 0) 
    gl.glCompileShader(theShader) 
    } 

    def checkCompileStatus(gl : GL2ES2, theShader: Int, which : Int):Unit = { 
    var compiled : Array[Int] = Array(1) 
    gl.glGetShaderiv(theShader, GL2ES2.GL_COMPILE_STATUS, compiled, 0) 

    var shaderType : String = "vertex" 
    if (which == 1) { 
     shaderType = "fragment" 
    } 

    if (compiled(0) != 0) { 
     println(shaderType + " Shader successfully compiled!") 
    } else { 
     var logLength = new Array[Int](1) 
     var returnedLogLength = new Array[Int](1) 

     gl.glGetShaderiv(theShader, GL2ES2.GL_INFO_LOG_LENGTH, logLength, 0) 

     var log : Array[Byte] = new Array[Byte](logLength(0)) 
     gl.glGetShaderInfoLog(theShader, logLength(0), returnedLogLength, 0, log, 0) 

     println("Error compiling "+shaderType+" shader:") 
     println(new String(log)) 

     System.exit(1) 
    } 
    } 

    override def init(drawable : GLAutoDrawable):Unit = { 
    val gl : GL2ES2 = drawable.getGL().getGL2ES2() 

    println("Chosen GL capabilities: " + drawable.getChosenGLCapabilities()) 
    println("INIT GL IS: " + gl.getClass().getName()) 
    println("GL_VENDOR: " + gl.glGetString(GL.GL_VENDOR)) 
    println("GL_RENDERER: " + gl.glGetString(GL.GL_RENDERER)) 
    println("GL_VERSION: " + gl.glGetString(GL.GL_VERSION)) 

    // create, compile and attach shaders 
    vertexShader = gl.glCreateShader(GL2ES2.GL_VERTEX_SHADER) 
    fragmentShader = gl.glCreateShader(GL2ES2.GL_FRAGMENT_SHADER) 

    compileShaderIntoProgram(gl, vertexShader, vertexShaderCode) 
    checkCompileStatus(gl, vertexShader, 0) 

    compileShaderIntoProgram(gl, fragmentShader, fragmentShaderCode) 
    checkCompileStatus(gl, fragmentShader, 1) 

    shaderProgram = gl.glCreateProgram() 
    gl.glAttachShader(shaderProgram, vertexShader) 
    gl.glAttachShader(shaderProgram, fragmentShader) 

    // Associate attribute ids with the attribute names inside the (vertex) shader 
    gl.glBindAttribLocation(shaderProgram, 0, "attribute_Position") 
    gl.glBindAttribLocation(shaderProgram, 1, "attribute_Color") 

    gl.glLinkProgram(shaderProgram) 

    ModelViewProjectionMatrix_location = gl.glGetUniformLocation(shaderProgram, "uniform_Projection") 

    // forward compatibility with ES 3 by creating and binding a "Vertex Buffer Object" 
    gl.glGenBuffers(2, vboHandles, 0) 
    vboColors = vboHandles(0) 
    vboVertices = vboHandles(1) 
    } 

    override def display(drawable : GLAutoDrawable):Unit = { 
    val gl : GL2ES2 = drawable.getGL().getGL2ES2() 

    gl.glClearColor(0.0f, 0.0f, 1.0f, 1.0f) 
    gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) 

    gl.glUseProgram(shaderProgram) 

    // Define projection matrix 
    val model_view_projection : Array[Float] = 
     Array(1.0f, 0.0f, 0.0f, 0.0f, 
      0.0f, 1.0f, 0.0f, 0.0f, 
      0.0f, 0.0f, 1.0f, -1.0f, 
      0.0f, 0.0f, 0.0f, 1.0f) 

    gl.glUniformMatrix4fv(ModelViewProjectionMatrix_location, 1, false, model_view_projection, 0) 

    // Define Vertex buffer 
    val vertices : Array[Float] = Array(0.0f, 1.0f, 0.0f, 
             -1.0f, -1.0f, 0.0f, 
             1.0f, -1.0f, 0.0f) 

    var fbVertices : FloatBuffer = Buffers.newDirectFloatBuffer(vertices) 
    gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vboVertices) 

    var numBytes : Int = vertices.length*4 
    gl.glBufferData(GL.GL_ARRAY_BUFFER, numBytes, fbVertices, GL.GL_STATIC_DRAW) 
    fbVertices = null 

    // Associate vertex attribute 0 with the last bound VBO 
    gl.glVertexAttribPointer(0, // the vertex attribute 
           3, GL.GL_FLOAT, 
           false, // normalized? 
           0, // stride 
           0 // The bound VBO data offset 
          ) 
    gl.glEnableVertexAttribArray(0) 


    // Define color buffer 
    val colors : Array[Float] = Array(1.0f, 0.0f, 0.0f, 1.0f, 
             0.0f, 0.0f, 0.0f, 1.0f, 
             1.0f, 1.0f, 0.0f, 0.9f) 
    var fbColors : FloatBuffer = Buffers.newDirectFloatBuffer(colors) 
    gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vboColors) 
    numBytes = colors.length*4 
    gl.glBufferData(GL.GL_ARRAY_BUFFER, numBytes, fbColors, GL.GL_STATIC_DRAW) 
    fbColors = null 

    // Associate vertex attribute 1 with the last bound VBO 
    gl.glVertexAttribPointer(1, 4, // four positions used for each vertex 
          GL.GL_FLOAT, false, // normalized? 
          0, // stride 
          0 // the bound VBO data offset 
          ) 
    gl.glEnableVertexAttribArray(1) 

    gl.glDrawArrays(GL.GL_TRIANGLES, 0, 3) 

    gl.glDisableVertexAttribArray(0) 
    gl.glDisableVertexAttribArray(1) 

    gl.glDeleteBuffers(2, vboHandles, 0) 
    } 

    override def reshape(drawable : GLAutoDrawable, 
    x: Int, y: Int, z: Int, h: Int):Unit = { 
     width = z 
     height = h 

     val gl : GL2ES2 = drawable.getGL().getGL2ES2() 

     gl.glViewport(0, 0, width, height) 
    } 

    override def dispose(drawable : GLAutoDrawable):Unit = { 
    println("cleanup operations, disposing and detaching shaders") 
    val gl : GL2ES2 = drawable.getGL().getGL2ES2() 

    gl.glUseProgram(0) 
    gl.glDetachShader(shaderProgram, vertexShader) 
    gl.glDeleteShader(vertexShader) 
    gl.glDetachShader(shaderProgram, fragmentShader) 
    gl.glDeleteShader(fragmentShader) 

    gl.glDeleteProgram(shaderProgram) 
    System.exit(0) 
    } 

    def main(args: Array[String]): Unit = { 
    println("Main() called") 

    val caps : GLCapabilities = new GLCapabilities(GLProfile.get(GLProfile.GL2ES2)) 
    caps.setBackgroundOpaque(false) 
    var glWindow : GLWindow = GLWindow.create(caps) 

    // setup window parameters 
    glWindow.setTitle("Scala GL ES test") 
    glWindow.setSize(width, height) 
    glWindow.setUndecorated(false) 
    glWindow.setPointerVisible(true) 
    glWindow.setVisible(true) 

    // add this class as event listener to the window 
    glWindow.addGLEventListener(this) 
    var animator: Animator = new Animator() 
    animator.add(glWindow) 
    animator.start() 
    } 
} 
+0

Sie müssen wirklich mehr Protokollierung hinzufügen, um einzugrenzen, was die NPE verursachen könnte, anstatt eine Codewand bereitzustellen. – Vidya

Antwort

3

Ich denke, Sie müssen erst debuggen. Verwenden Sie 'println' nach gl.glcreateprogram, debuggen Sie genau, wo Ihr Fehler herkommt.

'NULL Pointer Exception' kann einfacher als jeder andere seltsame Fehler finden. (Nur für mich!)

Verwenden Sie diesen Weg und finden Sie, wo Ausnahme zuerst kommt.