gpt4 book ai didi

c++ - gluPerspective 和 glOrtho 都没有任何效果

转载 作者:行者123 更新时间:2023-11-28 00:45:55 30 4
gpt4 key购买 nike

编辑........ 所以我已经摆脱了所有的废话,现在只有一个 SSCE(希望我明白现在是什么)。对于还没有看到这个问题的人,我想在调整大小时保持纵横比,但窗口的行为就好像我已经注释掉了与调整大小时有关的任何事情(它会拉伸(stretch))。我已经检查了沿所有点的投影矩阵,它会在您期望的点发生变化,并在您期望的点保持不变。

我去掉了依赖于其他文件的东西,所以它应该为你编译,除了着色器文件,我也会发布它们的代码(它们很短)。很抱歉,它看起来格式不太好,很难保持格式必须在大多数行前面放置 4 个空格。

顺便说一句,电线立方体并没有出现。但是当逐字复制我的第一个回答者的建议并进行编译时,它确实出现了。不确定这是否与我的问题有关。

#define GLEW_STATIC

#include "glew.h"
#include "glut.h"
#include <Windows.h>
#include <iostream>
//#include "TgaParser.h"
//#include "Vertex.h"
//#include "ObjParser.h"
//#include "Car.h"
//#include "Floor.h"
//#include "BitmapParser.h"
using namespace std;
#pragma comment(lib,"winmm.lib")
#pragma comment(lib,"glut32.lib")
#pragma comment(lib, "glew32s.lib")

/*GLOBALS*/
int g_ScreenWidth = 800;
int g_ScreenHeight = 800;
int g_Program = 0;
int g_PositionHandle = 0;
int g_TextureCoordhandle = 0;
int g_ModelMatrixHandle = 0;

//Car* g_pCar = 0;
//Floor* g_pFloor = 0;

void error(char * error)
{
printf(error);
system("pause");
exit(0);
}

static void checkGlError(const char* op)
{
for (GLint error = glGetError(); error; error
= glGetError())
{
const GLubyte* sError = gluErrorString(error);
printf("Shader error %s\n",sError);
}
}

GLuint loadShader(GLenum shaderType, const char* pSource)
{
GLuint shader = glCreateShader(shaderType);
if (shader)
{
glShaderSource(shader, 1, &pSource, NULL);
glCompileShader(shader);
GLint compiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
checkGlError("createVertexShader");
if (!compiled)
{
GLint infoLen = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen)
{
char* buf = (char*) malloc(infoLen);
if (buf)
{
glGetShaderInfoLog(shader, infoLen, NULL, buf);
printf(buf);
free(buf);
}
glDeleteShader(shader);
shader = 0;
}
}
}
return shader;
}

GLuint createProgram(const char* pVertexSource, const char* pFragmentSource)
{
GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource);
checkGlError("createVertexShader");
if (!vertexShader)
{
return 0;
}

GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
if (!pixelShader)
{
return 0;
}

GLuint program = glCreateProgram();
g_Program=program;
if (program)
{
glAttachShader(program, vertexShader);
checkGlError("glAttachShader");
glAttachShader(program, pixelShader);
checkGlError("glAttachShader");
glLinkProgram(program);
GLint linkStatus = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
if (linkStatus != GL_TRUE)
{
GLint bufLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
if (bufLength)
{
char* buf = (char*) malloc(bufLength);
if (buf)
{
glGetProgramInfoLog(program, bufLength, NULL, buf);
free(buf);
}
}
glDeleteProgram(program);
program = 0;
}
}
return program;
}

void forward_display()
{
glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);

glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60, (GLfloat)g_ScreenWidth/(GLfloat)g_ScreenHeight, 0.1, 100);

glMatrixMode(GL_MODELVIEW);
glLoadIdentity();

//gluLookAt(0, -0.5, 1, 0, 0, -1, 0, 1, 0);

//glPushMatrix ();
//glRotatef(timeGetTime()*0.05,0,1,0);
//g_pCar->Draw(g_ModelMatrixHandle, g_PositionHandle, g_TextureCoordhandle);
//glPopMatrix ();
glTranslatef(0, 0, -2);
glColor3f(1,0,0);
glRotatef( 45, 1, 1, 0 );
glutWireCube(1);


glutSwapBuffers();
}

void forward_animate()
{
forward_display();
}

/*Reads in all of the data contents automatically allocating memory for the content*/
char* readFileData (char * fileName)
{
FILE *fp = fopen(fileName,"r");
if (fp==0)
{
error("Why is all rum gone!!\n");
return 0;
}
fseek(fp, 0L, SEEK_END);
int sz = ftell(fp);
fseek(fp, 0L, SEEK_SET);
char * data = new char[sz+1];
memset(data,0,sz+1);
fread(data,1,sz,fp);
fclose(fp);
return data;
}

void init()
{
char * vertexShaderBuffer = readFileData("../resources/shaders/IntroToShaders.vs");
char * pixelShaderBuffer = readFileData("../resources/shaders/IntroToShaders.ps");

g_Program = createProgram (vertexShaderBuffer, pixelShaderBuffer);

//We have finished compiling the shader now delete the char arrays with the source code
delete [] vertexShaderBuffer;
delete [] pixelShaderBuffer;

g_PositionHandle = glGetAttribLocation(g_Program, "vPosition");
g_TextureCoordhandle = glGetAttribLocation(g_Program, "vTextureCoord");
g_ModelMatrixHandle = glGetUniformLocation(g_Program, "modelview_matrix");

if (g_PositionHandle == -1)
{
printf("g_PositionHandle is bad\n");
}

if (g_TextureCoordhandle == -1)
{
printf("g_TextureCoordhandle is bad\n");
}

if (g_ModelMatrixHandle == -1)
{
printf("g_ModelMatrixHandle is bad\n");
}
glUseProgram(g_Program);


//g_pCar = new Car();
//g_pCar->Initialise ();
//g_pFloor = new Floor ();
//g_pFloor->Initialise ();

//g_pCar->InitTextures();
//g_pFloor->InitTextures ();

//g_pCar->LoadTextures ();
//g_pFloor->LoadTextures ();

glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}

void reshape(int w, int h)
{
g_ScreenWidth = w;
g_ScreenHeight = h;
glViewport(0, 0, w, h);
}

int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);

glutInitWindowSize(g_ScreenWidth, g_ScreenHeight);
glutCreateWindow("Assignment 1");
glewInit();

init ();

glutDisplayFunc(forward_display);
glutIdleFunc(forward_animate);
glutReshapeFunc(reshape);

glutMainLoop();
/*
DONT DO THINGS HERE
*/
return 0;
}

IntroToShaders.ps:

varying  vec2 vTexCoord; 
uniform sampler2D myTexture;
void main (void)
{
gl_FragColor = texture2D(myTexture, vTexCoord);
}

IntroToShaders.vs:

attribute vec3 vPosition;
attribute vec2 vTextureCoord;
varying vec2 vTexCoord;
uniform mat4 modelview_matrix;

void main(void)
{
vTexCoord = vTextureCoord;
gl_Position = modelview_matrix*vec4(vPosition,1.0);
}

最佳答案

如果没有 glutInit() 调用,我不完全确定您希望完成什么。

试试这个:

#include <GL/glut.h>

void forward_display()
{
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 );
gluPerspective(60, w / h, 0.1, 100);

glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef( 0, 0, -2 );

glColor3ub(255, 0, 0);
glRotatef( 45, 1, 1, 0 );
glutWireCube( 1 );

glutSwapBuffers();
}

int main(int argc, char **argv)
{
glutInit( &argc, argv );
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);

glutInitWindowSize(800, 800);
glutCreateWindow("Intro to shading");

glutDisplayFunc(forward_display);
glutMainLoop();
return 0;
}

编辑:给定代码(截至撰写本文时)the most recent revision ,试一试:

#include <GL/glew.h>
#include <GL/glut.h>
#include <cstdio>

/*GLOBALS*/
int g_Program = 0;
int g_ProjectionMatrixHandle = 0;
int g_ModelMatrixHandle = 0;

static void checkGlError(const char* op)
{
for (GLint error = glGetError(); error; error
= glGetError())
{
const GLubyte* sError = gluErrorString(error);
printf("Shader error %s\n",sError);
}
}

GLuint loadShader(GLenum shaderType, const char* pSource)
{
GLuint shader = glCreateShader(shaderType);
if (shader)
{
glShaderSource(shader, 1, &pSource, NULL);
glCompileShader(shader);
GLint compiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
checkGlError("createVertexShader");
if (!compiled)
{
GLint infoLen = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen)
{
char* buf = (char*) malloc(infoLen);
if (buf)
{
glGetShaderInfoLog(shader, infoLen, NULL, buf);
printf(buf);
free(buf);
}
glDeleteShader(shader);
shader = 0;
}
}
}
return shader;
}

GLuint createProgram(const char* pVertexSource, const char* pFragmentSource)
{
GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource);
checkGlError("createVertexShader");
if (!vertexShader)
{
return 0;
}

GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
if (!pixelShader)
{
return 0;
}

GLuint program = glCreateProgram();
g_Program=program;
if (program)
{
glAttachShader(program, vertexShader);
checkGlError("glAttachShader");
glAttachShader(program, pixelShader);
checkGlError("glAttachShader");
glLinkProgram(program);
GLint linkStatus = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
if (linkStatus != GL_TRUE)
{
GLint bufLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
if (bufLength)
{
char* buf = (char*) malloc(bufLength);
if (buf)
{
glGetProgramInfoLog(program, bufLength, NULL, buf);
free(buf);
}
}
glDeleteProgram(program);
program = 0;
}
}
return program;
}

void forward_display()
{
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 );
gluPerspective(60, w / h, 0.1, 100);

glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0, 0, -2);

glColor3f(1,0,0);
glRotatef( 45, 1, 1, 0 );

GLfloat projection[16];
glGetFloatv( GL_PROJECTION_MATRIX, projection );
glUniformMatrix4fv( g_ProjectionMatrixHandle, 1, GL_FALSE, projection );

GLfloat modelview[16];
glGetFloatv( GL_MODELVIEW_MATRIX, modelview );
glUniformMatrix4fv( g_ModelMatrixHandle, 1, GL_FALSE, modelview );

glutWireCube(1);

glutSwapBuffers();
}

void forward_timer( int extra )
{
glutTimerFunc( 16, forward_timer, 0 );
glutPostRedisplay();
}

#define GLSL(version, shader) "#version " #version "\n" #shader

const char * vertexShaderBuffer = GLSL
(
120,
uniform mat4 projection_matrix;
uniform mat4 modelview_matrix;

varying vec4 vColor;

void main(void)
{
vColor = gl_Color;
gl_Position = projection_matrix * modelview_matrix * gl_Vertex;
}
);

const char * pixelShaderBuffer = GLSL
(
120,
varying vec4 vColor;
void main (void)
{
gl_FragColor = vColor;
}
);

void init()
{
g_Program = createProgram (vertexShaderBuffer, pixelShaderBuffer);
glUseProgram(g_Program);

g_ProjectionMatrixHandle = glGetUniformLocation(g_Program, "projection_matrix");
if (g_ProjectionMatrixHandle == -1)
{
printf("g_ProjectionMatrixHandle is bad\n");
}

g_ModelMatrixHandle = glGetUniformLocation(g_Program, "modelview_matrix");
if (g_ModelMatrixHandle == -1)
{
printf("g_ModelMatrixHandle is bad\n");
}

glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}

int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);

glutInitWindowSize(800, 800);
glutCreateWindow("Assignment 1");
glewInit();

init ();

glutDisplayFunc(forward_display);
glutTimerFunc( 0, forward_timer, 0 );

glutMainLoop();
return 0;
}

关于c++ - gluPerspective 和 glOrtho 都没有任何效果,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/16238706/

30 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com