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c++ - OpenGL/Glut 无法在其上绘制 [

转载 作者:太空宇宙 更新时间:2023-11-04 02:03:44 26 4
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我正在开发一个非常简单的 OpenGL 项目。我正在尝试模拟牛顿万有引力定律。这段代码还没有完成。我已经创建了粒子,并添加了绘图功能。我真的是 openGL 的新手,但我真的找不到为什么我只看到一个白色的窗口。我不能在上面画任何东西!不知道哪里错了。

#include <GLUT/GLUT.h>
#include <OpenGL/gl.h>
#include <stdlib.h> /* srand, rand */
#include <time.h> /* time */
#include <vector>
#include <stdio.h>
#include <iostream>
#include <math.h>
using namespace std;


GLfloat xRotated, yRotated, zRotated;
#define WIDTH 800
#define HEIGHT 1200
#define RAD 2000
// 6.67259(30)*10^-11 N(m/kg)^2

// mi escala sera la proporcion de 1 a 1 millón de toneladas.

#define GE 6.67259
void init(void)
{
glClearColor(0,1,0,0);

}

typedef struct particulas{
float x,y,z; // se va a comenza
float factor;
void Drawparticulas();
particulas(float px,float py,float pz,float pfactor){
x=px;
y=py;
z=pz;
factor=pfactor;
}
};

void particulas::Drawparticulas()
{
// clear the drawing buffer.
glPushMatrix();
//glLoadIdentity();
glTranslatef(x,y,z);
//escala al tamaño pedido
glScalef(factor,factor,factor);
glBegin(GL_QUADS); // Draw The Cube Using quads
glColor3f(0.0f,1.0f,0.0f); // Color Blue
glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Top)
glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Top)
glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Quad (Top)
glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom Right Of The Quad (Top)
glColor3f(1.0f,0.5f,0.0f); // Color Orange
glVertex3f( 1.0f,-1.0f, 1.0f); // Top Right Of The Quad (Bottom)
glVertex3f(-1.0f,-1.0f, 1.0f); // Top Left Of The Quad (Bottom)
glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Bottom)
glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Bottom)
glColor3f(1.0f,0.0f,0.0f); // Color Red
glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Front)
glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Front)
glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Front)
glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Front)
glColor3f(1.0f,1.0f,0.0f); // Color Yellow
glVertex3f( 1.0f,-1.0f,-1.0f); // Top Right Of The Quad (Back)
glVertex3f(-1.0f,-1.0f,-1.0f); // Top Left Of The Quad (Back)
glVertex3f(-1.0f, 1.0f,-1.0f); // Bottom Left Of The Quad (Back)
glVertex3f( 1.0f, 1.0f,-1.0f); // Bottom Right Of The Quad (Back)
glColor3f(0.0f,0.0f,1.0f); // Color Blue
glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Left)
glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Left)
glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Left)
glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Left)
glColor3f(1.0f,0.0f,1.0f); // Color Violet
glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Right)
glVertex3f( 1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Right)
glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Right)
glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Right)
glEnd(); // End Drawing The Cube

glPopMatrix();
}

vector<particulas*> mundo;


void Muevelos()
{

//Dibujo las lineas del inicio

glBegin(GL_LINES);
glVertex3f(-RAD, -RAD, 0.0f);
glVertex3f(RAD, -RAD, 0.0f);

glVertex3f(RAD, -RAD, 0.0f);
glVertex3f(RAD, RAD, 0.0f);

glVertex3f(RAD, RAD, 0.0f);
glVertex3f(-RAD, RAD, 0.0f);

glVertex3f(-RAD, RAD, 0.0f);
glVertex3f(-RAD, -RAD, 0.0f);

glEnd();

for(int i=0;i<mundo.size();i++){
mundo[i]->Drawparticulas();
}



}
// Not using this yet

void animation(void)
{
for(int i=1;i<mundo.size();i++){

float xd = mundo[0]->x-mundo[i]->x;
float yd = mundo[0]->y-mundo[i]->y;
float zd = mundo[0]->x-mundo[i]->x;
float Distance = sqrt(xd*xd + yd*yd + zd*zd);

// Ill apply the newtons law.

//(mi*m2/D)g

float F=(mundo[0]->factor*mundo[0]->factor/Distance)*GE;

//Normalized Vector
float nx,ny,nz;
nx=mundo[i]->x/Distance;
ny=mundo[i]->y/Distance;
nz=mundo[i]->z/Distance;


mundo[i]->x+=F*nx;
mundo[i]->y+=F*ny;
mundo[i]->z+=F*nz;
}

}


void reshape(int x, int y)
{
if (y == 0 || x == 0) return; //Nothing is visible then, so return
//Set a new projection matrix
glMatrixMode(GL_PROJECTION);
glLoadIdentity();

//Angle of view:40 degrees
//Near clipping plane distance: 0.5
//Far clipping plane distance: 20.0
gluPerspective(100.0,(GLdouble)x/(GLdouble)y,0,1000);
glMatrixMode(GL_MODELVIEW);
gluLookAt(-600,-600 , -600,
0, 0, 0,
0, 1, 0
);
glViewport(0,0,x,y); //Use the whole window for rendering
}




int main(int argc, char** argv){

mundo.resize(20);
mundo[0]=new particulas(0,0,0,2); // centro

for(int i=1;i<mundo.size();i++){
float x=-RAD/2.0 + rand()%RAD;
float y=-RAD/2.0 + rand()%RAD;
float z=-RAD/2.0 + rand()%RAD;
float r= 1+rand()%3;
// printf("%lf %lf %lf %lf\n",x,y,z,r);
mundo[i]=new particulas(x,y,z,r);
}

glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(1920/2-WIDTH/2,1080/2-HEIGHT/2);
glutInitWindowSize(WIDTH,HEIGHT);
glutCreateWindow("Giu");

// glutInitWindowPosition(100, 100);


glEnable(GL_DEPTH_TEST);
//init();
gluLookAt(-600,-600 , -600,
0, 0, 0,
0, 1, 0
);

glutDisplayFunc(Muevelos);
glutReshapeFunc(reshape);
//Set the function for the animation.
//glutIdleFunc(animation);

glutMainLoop();

return 0;


}

最佳答案

  1. gluPerspective()zNear 参数必须 大于零。
  2. gluLookAt() 之后您需要一个 glLoadIdentity() 否则您的模型 View 矩阵将在第二次调整窗口大小后变成乱码。
  3. 您需要在显示回调的末尾使用 glutSwapBuffers(),以便您的后台缓冲区有朝一日可以真正进入前台缓冲区。
  4. 您的对象/ View 缩放(可能)有很大偏差。

一个工作示例:

#include <GL/glut.h>

#include <vector>
using namespace std;

#include <glm/glm.hpp>
#include <glm/gtx/norm.hpp>
using namespace glm;


struct Particle
{
dvec3 pos;
dvec3 vel;
double mass;
dvec3 force;

void Integrate( double dt )
{
const dvec3 accel = force / mass;

// semi-implicit euler
vel = vel + accel * dt;
pos = pos + vel * dt;
}
};

void Integrate( vector< Particle >& particles, double dt )
{
// zero out force vectors for this tick
for( size_t i = 0; i < particles.size(); ++i )
{
particles[i].force = dvec3( 0 );
}

// accumulate force vectors for each particle
for( size_t i = 0; i < particles.size(); ++i )
{
for( size_t j = i+1; j < particles.size(); ++j )
{
Particle& p1 = particles[i];
Particle& p2 = particles[j];

// http://en.wikipedia.org/wiki/Newton%27s_law_of_universal_gravitation#Vector_form
const double BigGee = 1.0;
const dvec3 diff = ( p2.pos - p1.pos );
const dvec3 rHat = glm::normalize( diff );
const double r2 = glm::length2( diff );
const dvec3 force = BigGee * ( ( p1.mass * p2.mass ) / r2 ) * rHat;

p1.force += force;
p2.force -= force;
}
}

// update positions/velocities
for( size_t i = 0; i < particles.size(); ++i )
{
particles[i].Integrate( dt );
}
}

vector< Particle > particles;
void display()
{
// use last frame time to calculate delta-t
static int last = glutGet( GLUT_ELAPSED_TIME );
int cur = glutGet( GLUT_ELAPSED_TIME );
double dt = ( cur - last ) / 1000.0;
last = cur;

Integrate( particles, dt );


glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glMatrixMode( GL_PROJECTION );
glLoadIdentity();
double w = glutGet( GLUT_WINDOW_WIDTH );
double h = glutGet( GLUT_WINDOW_HEIGHT );
double ar = w / h;
glOrtho( -100 * ar, 100 * ar, -100, 100, -1, 1 );

glMatrixMode( GL_MODELVIEW );
glLoadIdentity();

// draw particles
glPointSize( 5 );
glEnableClientState( GL_VERTEX_ARRAY );
glVertexPointer( 3, GL_DOUBLE, sizeof( Particle ), &particles[0].pos[0] );
glDrawArrays( GL_POINTS, 0, particles.size() );
glDisableClientState( GL_VERTEX_ARRAY );

glutSwapBuffers();
}

void timer( int value )
{
glutPostRedisplay();
glutTimerFunc( 16, timer, 0 );
}

int main(int argc, char **argv)
{
particles.resize( 2 );

// "sun"
particles[0].pos = dvec3( 0, 0, 0 );
particles[0].vel = dvec3( 0, 0, 0 );
particles[0].mass = 100000;

// "planet"
particles[1].pos = dvec3( 50, 0, 0 );
particles[1].vel = dvec3( 0, -20, 0 );
particles[1].mass = 1;

glutInit( &argc, argv );
glutInitDisplayMode( GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE );
glutInitWindowSize( 600, 600 );
glutCreateWindow( "GLUT" );

glutDisplayFunc( display );
glutTimerFunc( 0, timer, 0 );
glutMainLoop();
return 0;
}

关于c++ - OpenGL/Glut 无法在其上绘制 [,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/23214249/

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