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<h1 id="a-openglopengl-debugging">附录 A - OpenGL调试OpenGL Debugging</h1>
<p>调试OpenGL程序可能是一项艰巨的任务。在大多数情况下你会看到一个黑屏你无法知道到底发生了什么。为了缓解这个窘况我们可以使用一些现有的工具来提供关于渲染流程的更多信息。</p>
<p>在本附录中,我们将学习如何使用<a href="https://renderdoc.org/" title="RenderDoc">RenderDoc</a>工具调试LWJGL程序。RenderDoc是一个图形调试工程可以与Direct3D、Vulkan和OpenGL一起使用。对于OpenGL它仅支持从3.2到4.5的核心模式。</p>
<p>让我们开始吧你需要下载并安装对应操作系统的RenderDoc。安装后当你启动它时会看到类似于下图的东西</p>
<p><img alt="RenderDoc" src="../_static/a01/renderdoc.png" /></p>
<p>第一步是配置RenderDoc来运行和监视我们的示例。在“Capture Executable”选项卡中需要设置以下参数</p>
<ul>
<li><strong>Executable path</strong>在本例中这应该指向JVM启动程序例如“C:\Program Files\Java\jdk-9\bin\java.exe”</li>
<li><strong>Working Directory</strong>这将为你的程序设置工作目录。在本例中应该将其设置为Maven转储结果的<code>target</code>目录。这样设置后,可以找到依赖项。</li>
<li><strong>Command line arguments</strong>这将包含JVM运行示例所需的参数。在本例中只需要传递要执行的Jar例如“-java game-c28-1.0.jar”</li>
</ul>
<p><img alt="运行参数" src="../_static/a01/exec_arguments.png" /></p>
<p>你要记住3D模型现已由<a href="http://assimp.sourceforge.net/" title="Assimp">Assimp</a>库加载,我们需要的是实际的文件路径(而不是<code>CLASSPATH</code>的相对路径因此你需要在你设置的工作目录检查路径。在此情况下最简单快速的测试方法是将src文件夹复制到<code>target</code>目录中。</p>
<p>此选项卡中还有许多其他选项用于配置捕获选项。你可以在<a href="https://renderdoc.org/docs/index.html" title="RenderDoc文档">RenderDoc文档</a>中查阅它们的用途。一切就绪后你可以通过点击“Launch”按钮来开始运行程序。你将看到如下内容</p>
<p><img alt="示例" src="../_static/a01/sample.png" /></p>
<p>你可能会看到一个警告因为RenderDoc只能使用OpenGL核心模式。在本例中我们已经启用了兼容性模式但它会忽略警告继续工作。程序运行后你就可以触发它的快照。你将看到添加了一个新的选项卡名为“java [PID XXXX]”其中XXXX数字表示Java进程的PID、进程标识号</p>
<p><img alt="Java进程" src="../_static/a01/java_process.png" /></p>
<p>从该选项卡中你可以通过按下“Trigger capture”按钮来捕获程序的状态。生成了一个捕获结果后你将在同一个选项卡中看到一个小快照。</p>
<p><img alt="捕获" src="../_static/a01/capture.png" /></p>
<p>如果双击该捕获结果则将加载收集的所有数据并可以开始查看它。“Event Browser”面板将显示所有在一个渲染周期内执行的与OpenGL相关的调用。</p>
<p><img alt="事件浏览器" src="../_static/a01/event_browser.png" /></p>
<p>对于第一个渲染流程你可以看到地面是如何在模型房屋的网格之后绘制的。如果单击一个glDrawELements事件并选择“Mesh”选项卡则可以查看绘制的网格事件的顶点着色器的输入与输出。</p>
<p>你换可以查看用于该绘制操作的输入纹理通过单击“Texture Viewer”选项卡</p>
<p><img alt="纹理输入" src="../_static/a01/texture_inputs.png" /></p>
<p>在中央面板中,你可以看到输出,在右侧面板上可以看到用于输入的纹理列表。还可以逐个查看输出纹理。这很好地说明了延迟着色是如何工作的。</p>
<p><img alt="纹理输出" src="../_static/a01/texture_outputs.png" /></p>
<p>如你所见,该工具提供了有关渲染时发生的情况的宝贵数据,它可以在调试渲染问题时节省宝贵的时间。它甚至可以显示有关渲染管线中使用的着色器的信息。</p>
<p><img alt="管线状态" src="../_static/a01/pipeline_state.png" /></p>
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