2013-11-15 8 views
6

Sto tentando di riprodurre this JOGL demo, una demo Java su come utilizzare OpenGL ES 2.0, in Scala. Compilazione riesce, ma cercando di eseguire questo produce il seguente risultato:Odd NullPointerException durante la riproduzione di una demo Java OpenGL ES 2.0 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] 

Si riesce a rendere, forse 1 o pochi fotogrammi prima l'eccezione sorge. E l'attesa non appare quando la eseguo dal debugger jswat.

Mi manca qualcosa di veramente ovvio? Qualcun altro ha riscontrato un problema simile con Scala e OpenGL ES 2.0?

Sto usando Linux Mint 13 e Ant per compilare ed eseguire il codice. Il mio codice Scala è:

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

È davvero necessario aggiungere un po 'di registrazione per aiutare a restringere ciò che potrebbe causare l'NPE invece di fornire un muro di codice. – Vidya

risposta

3

Penso che sia necessario DEBUG prima. Usa 'println' dopo gl.glcreateprogram, esegui il debug esattamente da dove proviene il tuo bug.

'NULL Pointer Exception' può trovare più facile di qualsiasi altro bug strano. (Solo per me!)

Utilizzare in questo modo e individuare l'origine dell'eccezione.