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c++ - 空白屏幕 OpenGL

转载 作者:行者123 更新时间:2023-11-30 00:54:19 25 4
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我正在尝试学习如何使用着色器程序在 OpenGL 2.0 中进行一些基本渲染,但我很难让任何顶点数据显示在屏幕上。现在我不知道我的问题在哪里。我已经看了很多例子,我的代码没有什么明显的错误,但我确信我遗漏了一些简单的东西。我会尽量简短地使用我的代码。

我在这里也问过同样的问题:gamedev.stackexchange ,但不幸的是,我还没有收到任何能够解决我的问题的答案。

尝试回答的快速总结:

  1. 我可以将背景颜色清除为红色,所以我知道我的显示代码有效。
  2. 相机代码不修改矩阵堆栈。
  3. 没有着色器编译器错误。

感谢您的帮助。

bool GameCore::Start(int iCmdShow)
{
const LPCWSTR appname = TEXT("Maze Game");
// Create the Window and kill the program if this fails.
if(!wm->Create(appname))
{
return FALSE;
}

// Initialize OpenGL
wm->InitGraphics();
cam = wm->cam;

Vector3 *v = new Vector3(0.0f,0.0f,0.0f);
wm->testSprite = new Sprite(v);

// Start the update loop.
_beginthread(&GameCore::Execute, 0, this);

// Blocking function to run the application.
wm->RunWindow(iCmdShow);
return true;
}

// Initialize OpenGL graphics
void OpenGLWM::InitGraphics()
{
hDC = GetDC(hWnd);

SetupPixelFormat();

hRC = wglCreateContext(hDC);
wglMakeCurrent(hDC, hRC);

glClearColor(1, 0, 0, 0);
glClearDepth(1.0);
glEnable(GL_DEPTH_TEST);

GLenum err = glewInit();
if (GLEW_OK != err)
{
// Add error handling.
}

cam = new Camera(0, 0, -10);
program = new ShaderProgram();
program->Initialize();
}

// Set up pixel format for graphics initialization
void OpenGLWM::SetupPixelFormat()
{
PIXELFORMATDESCRIPTOR pfd, *ppfd;
int pixelformat;

ppfd = &pfd;

ppfd->nSize = sizeof(PIXELFORMATDESCRIPTOR);
ppfd->nVersion = 1;
ppfd->dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
ppfd->dwLayerMask = PFD_MAIN_PLANE;
ppfd->iPixelType = PFD_TYPE_COLORINDEX;
ppfd->cColorBits = 16;
ppfd->cDepthBits = 16;
ppfd->cAccumBits = 0;
ppfd->cStencilBits = 0;

pixelformat = ChoosePixelFormat(hDC, ppfd);
SetPixelFormat(hDC, pixelformat, ppfd);
}

// Camera Constructor
Camera::Camera(double dX, double dY, double dZ)
{
Vector3 V(dX, dY, dZ);
Vector3 R(0,0,0);
Initialization(V, R);
}

bool ShaderProgram::Initialize()
{
GLint giLinked;
GLbyte vShaderStr[] =
"#version 110 \n"
"attribute vec3 in_Position;\n"
"void main()\n"
"{\n"
"gl_Position = vec4(in_Position, 1.0);\n"
"}\n";

GLbyte pShaderStr[] =
"#version 110 \n"
"precision mediump float;\n"
"void main()\n"
"{\n"
"gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
"}\n";

// Load the shaders
vertexShader.LoadShader((const char *)&vShaderStr, GL_VERTEX_SHADER);
pixelShader.LoadShader((const char *)&pShaderStr, GL_FRAGMENT_SHADER);

guiProgram = glCreateProgram();

if(guiProgram == 0)
{
return false;
}
// Add the shaders to the program
glAttachShader(guiProgram, vertexShader.guiShader);
glAttachShader(guiProgram, pixelShader.guiShader);

// Bind the position coordinates
glBindAttribLocation(guiProgram, 0, "in_Position");

// Link the program
glLinkProgram(guiProgram);
int iError = glGetError();
// Get the link status
glGetProgramiv(guiProgram, GL_LINK_STATUS, &giLinked);

if(giLinked == 0)
{
// Add error handling.
return false;
}
return true;
}

GLuint BaseShader::LoadShader(const char *cShaderSrc, GLenum type)
{
GLint guiCompiled;
// Creates an empty shader object.
guiShader = glCreateShader(type);

if(guiShader == 0)
{
return 0;
}
// Load the shader.
glShaderSource(guiShader, 1, &cShaderSrc, NULL);

// Compile the shader
glCompileShader(guiShader);

// Check the compile status
glGetShaderiv(guiShader, GL_COMPILE_STATUS, &guiCompiled);

if(guiCompiled == 0)
{
// TODO: ADD ERROR LOGGING
GLint infoLen = 0;
glGetShaderiv(guiShader, GL_INFO_LOG_LENGTH, &infoLen);
if(infoLen > 1)
{
char* infoLog = (char *)malloc(sizeof(char) * infoLen);
glGetShaderInfoLog(guiShader, infoLen, NULL, infoLog);
free(infoLog);
}
return 0;
}
return guiShader;
}

// Sprite inherits from Render Object
Sprite::Sprite(Vector3 *_vPosition)
{
// Initialize the position.
vPosition = _vPosition;
// Create verticies
vertexStruct * v = new vertexStruct[4];
v[0].SetPosition(-2, 2, -40);
v[0].SetColor(128, 128, 128, 255);
v[1].SetPosition(2, 2, -40);
v[1].SetColor(128, 128, 128, 255);
v[2].SetPosition(2, -2, -40);
v[2].SetColor(128, 128, 128, 255);
v[3].SetPosition(-2, -2, -40);
v[3].SetColor(128, 128, 128, 255);

// Create the indicies.
GLubyte * i = new GLubyte[6];
i[0] = 0;
i[1] = 1;
i[2] = 2;
i[3] = 0;
i[4] = 2;
i[5] = 3;

Initialize(v, 4, i, 6);
}

void RenderObject::Initialize(vertexStruct *_vertices, unsigned int _uiNumVertices, GLubyte *_indices, unsigned int _uiNumIndicies)
{
vertices = _vertices;
indices = _indices;
uiNumVertices = _uiNumVertices;
uiNumIndices = _uiNumIndicies;
CreateBufferObjects();
}

void RenderObject::CreateBufferObjects()
{
// Get an id for the Vector3 buffer.
glGenBuffers((GLsizei)1, &uiVertexBuffer);
// Bind the buffer so we can "upload" the data.
glBindBuffer(GL_ARRAY_BUFFER, uiVertexBuffer);
// Upload the data to OpenGL.
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexStruct) * uiNumVertices, vertices, GL_STATIC_DRAW);

// Get an id for the indice buffer.
glGenBuffers(1, &uiIndiceBuffer);
// Bind the indice buffer so we can "upload" the data.
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, uiIndiceBuffer);
// Upload the data to OpenGL.
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLubyte) * uiNumIndices, indices, GL_STATIC_DRAW);
}

bool WindowManager::RunWindow(int iCmdShow)
{
// Display the window
ShowWindow(hWnd, iCmdShow);
UpdateWindow(hWnd);

// Event loop
while (1)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE) == TRUE)
{
if (!GetMessage(&msg, NULL, 0, 0))
{
return TRUE;
}

TranslateMessage(&msg);
DispatchMessage(&msg);
}
// It would be better if this was its own thread.
if(!DoWork())
{
return false;
}
}
return true;
}

// "Draw" function.
bool OpenGLWM::DoWork()
{
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);

glUseProgram(program->guiProgram);

testSprite->Draw();
// Show the new scene
SwapBuffers(hDC);
return true;
}

void RenderObject::Draw()
{
// Bind the vertex buffer.
glBindBuffer(GL_ARRAY_BUFFER, uiVertexBuffer);
// Set where the vertex data is.
glVertexAttribPointer(VertexEnum::Data, 3, GL_FLOAT, GL_FALSE, sizeof(vertexStruct), 0);
glEnableVertexAttribArray(0);//VertexEnum::Data);

// Load the colors.
glVertexAttribPointer(VertexEnum::Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, 12, (void*)offsetof(vertexStruct, color));

glEnableVertexAttribArray(1);//VertexEnum::Color);
// Bind the indice buffer.
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, uiIndiceBuffer);
glDrawElements(GL_TRIANGLE_STRIP, uiNumIndices, GL_UNSIGNED_BYTE, 0);
}

void OpenGLWM::ResizeGraphics()
{
// Get new window size
RECT rect;
int width;
int height;
GLfloat aspect;

GetClientRect(hWnd, &rect);
width = rect.right;
height = rect.bottom;
aspect = (GLfloat)width / height;

// Adjust graphics to window size
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, aspect, 1.0, 100.0);
glMatrixMode(GL_MODELVIEW);
// Call the base function
WindowManager::ResizeGraphics();
}

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