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立方体面在窗口中未正确渲染

转载 作者:行者123 更新时间:2023-11-30 15:00:50 25 4
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我正在尝试制作一个简单的程序,围绕窗口旋转立方体。当我运行它时,看起来立方体的面一开始是以正确的顺序渲染的,但是一旦它们旋转到后面,它们就会从前面显示出来,而不是其他的。我正在使用 glEnable(GL_DEPTH_TEST)、glenable(GL_CULL_FACE) 和 glcullface(GL_BACK),我认为它们可以处理深度测试,但它仍然不起作用。这是我的脚本,`

int windowwidth = 1920;
int windowheight = 1080;
GLfloat aspectratio = 16 / 9.0;
double horizontalposition = 0;
double verticalposition = 0;
double depthposition = 0;

GLfloat projTop = 1;
GLfloat projBottom = 0;
GLfloat floatOne = 1.0;
GLfloat oneFourth = 1.0 / 4;
GLfloat projLeft = 0;
GLfloat projRight = 1;
GLfloat zNear = .1;
GLfloat zFar = 1;
GLfloat zRange = zNear - zFar;
GLuint puddletexture;
GLuint sampler = 0;
GLuint samplerUniform;
GLuint shaderProgram;
GLuint textureunit = 0;
GLuint positionUniform, colourUniform, rotationViewUniform, projectionUniform,translationUniform, rotationUniform, timeUniform, transformUniform;
GLuint colourAttribute,secondColourAttribute, positionAttribute, textureAttribute, indexAttribute;
GLuint vertexArrayObject,
vertexBuffer;
GLuint vao, vbo[3];
GLuint triangleVao, triangleVbo[2];
GLuint elementbuffer;
GLuint triangleArrayObject, triangleVertexBuffer;

GLfloat diamond[] = {
-1, 1, 1, // vertex[0]
1, 1, 1, // vertex[1]
1, -1, 1, // vertex[2]
-1, -1, 1, // vertex[3]
-1, 1, -1, // vertex[4]
1, 1, -1, // vertex[5]
1, -1, -1, // vertex[6]
-1, -1, -1, // vertex[7]
};

GLuint cubeindicies[] = {
0, 1, 2, 2, 3, 0, // front face
3, 2, 6, 6, 7, 3, // top face
7, 6, 5, 5, 4, 7, // back face
4, 0, 3, 3, 7, 4, // left face
0, 1, 5, 5, 4, 0, // bottom face
1, 5, 6, 6, 2, 1,
};


GLfloat colors[4][4] = {
{ 1.0, 0.0, 0.0, 0.0}, /* Red */
{ 1.0, 1.0, 0.0, 0.0}, /* Green */
{ 0.0, 0.0, 1.0, 0.0}, /* Blue */
{ 1.0, 1.0, 1.0, 0.0},

};

GLfloat picturetexturecoordinates[] = {
0,1,0,
0,0,0,
1,0,0,
1,1,0,
};



GLuint loadTexture(Image* image) {
GLuint textureId;
glGenTextures(1, &textureId); //Make room for our texture
glBindTexture(GL_TEXTURE_2D, textureId); //Tell OpenGL which texture to edit
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D, //Always GL_TEXTURE_2D
0, //0 for now
GL_RGB, //Format OpenGL uses for image
image->width, image->height, //Width and height
0, //The border of the image
GL_RGB, //GL_RGB, because pixels are stored in RGB format
GL_UNSIGNED_BYTE, //GL_UNSIGNED_BYTE, because pixels are stored
//as unsigned numbers
image->pixels); //The actual pixel data
return textureId; //Returns the id of the texture
}

void reshape(int w, int h) {
glViewport(0, 0, w, h);
gluPerspective(45.0f, (float)w / (float)h, 1.0f, 100.0f);

windowwidth = glutGet(GLUT_WINDOW_WIDTH);
windowheight = glutGet(GLUT_WINDOW_HEIGHT);
aspectratio = (double)windowwidth / windowheight;
}

void animate() {
glutPostRedisplay();
}

void visible(int vis) {
if (vis == GLUT_VISIBLE)
glutIdleFunc(animate);
else
glutIdleFunc(0);
}

void loadShader();
void display();


void loadShader() {
shaderProgram = InitShader("beelsebob.vert", "beelsebob.frag", "fragColour");
positionUniform = glGetUniformLocation(shaderProgram, "p");
if (positionUniform < 0) {
std::cerr << "Shader did not contain the 'p' uniform" << std::endl;
}
colourUniform = glGetUniformLocation(shaderProgram, "c");
if (colourUniform < 0) {
std::cerr << "Shader did not contain the 'c' uniform" << std::endl;
}
timeUniform = glGetUniformLocation(shaderProgram, "timer");
if (timeUniform < 0) {
std::cerr << "Shader did not contain the 'timer' uniform" << std::endl;
}
samplerUniform = glGetUniformLocation(shaderProgram, "textSampler");
if (samplerUniform < 0) {
std::cerr << "Shader did not contain the 'textSampler' uniform" << std::endl;
}
projectionUniform = glGetUniformLocation(shaderProgram, "projectionMatrix");
if (projectionUniform < 0) {
std::cerr << "Shader did not contain the 'projectMatrix' uniform" << std::endl;
}
rotationViewUniform = glGetUniformLocation(shaderProgram, "rotationViewMatrix");
if (rotationViewUniform < 0) {
std::cerr << "Shader did not contain the 'rotationViewMatrix' uniform" << std::endl;
}
transformUniform = glGetUniformLocation(shaderProgram, "transformMatrix");
if (transformUniform < 0) {
std::cerr << "Shader did not contain the 'transformMatrix' uniform" << std::endl;
}
translationUniform = glGetUniformLocation(shaderProgram, "translationMatrix");
if (translationUniform < 0) {
std::cerr << "Shader did not contain the 'translationMatrix' uniform" << std::endl;
}
translationUniform = glGetUniformLocation(shaderProgram, "translationMatrix");
if (translationUniform < 0) {
std::cerr << "Shader did not contain the 'translationMatrix' uniform" << std::endl;
}
colourAttribute = glGetAttribLocation(shaderProgram, "colour");
if (colourAttribute < 0) {
std::cerr << "Shader did not contain the 'colour' attribute." << std::endl;
}
secondColourAttribute = glGetAttribLocation(shaderProgram, "secondColour");
if (secondColourAttribute < 0) {
std::cerr << "Shader did not contain the 'secondColour' attribute." << std::endl;
}
positionAttribute = glGetAttribLocation(shaderProgram, "position");
if (positionAttribute < 0) {
std::cerr << "Shader did not contain the 'position' attribute." << std::endl;
}
textureAttribute = glGetAttribLocation(shaderProgram, "textcoord");
if (textureAttribute < 0) {
std::cerr << "Shader did not contain the 'textcoord' attribute." << std::endl;
}

}


void display() {
glClearColor(0.0, 0.0, .2, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GLUT_MULTISAMPLE);
glLoadIdentity();
const float timeScale = 0.0008f;

glUseProgram(shaderProgram);
GLfloat timeValue = glutGet(GLUT_ELAPSED_TIME)*timeScale;
vec3 p3(.5f*sin(timeValue) ,0 , 0.5f*cosf(timeValue));
//vec4 c4(.5f*sinf(timeValue), .1f*sinf(timeValue), 9*cosf(timeValue), 1.0);
vec4 c4(.7f, .5f, 0.01, 0.0);
mat4 rotationMat(
{ cos(timeValue), sin(timeValue), 0,0 },

{ 0,1,0,0 },
{ -sin(timeValue), cos(timeValue), 1,0 },
{ 0,0,0,1 }
);
mat4 transMat(
{1,0,0,0},
{0,1,0,0},
{0,0,(GLfloat)(windowheight*1.0/windowwidth),0},
{0,0,0,1}
);
mat4 projMat(
{zFar/aspectratio, 0, 0, 0 },
{ 0, zFar, 0, 0 },
{ 0,0, (zFar+zNear)/(zNear-zFar), (2*zFar*zNear)/(zNear-zFar) },
{ 0,0,0,1}
);

mat4 completeTransformMatrix = projMat*transMat*rotationMat;
glUniformMatrix4fv(projectionUniform, 1, GL_FALSE, projMat);
glUniformMatrix4fv(rotationViewUniform, 1, GL_FALSE, rotationMat);
glUniformMatrix4fv(translationUniform, 1, GL_FALSE, transMat);
glUniformMatrix4fv(transformUniform, 1, GL_FALSE, completeTransformMatrix);
glUniform3fv(positionUniform,1,(const GLfloat*)&p3);
glUniform4fv(colourUniform, 1, (const GLfloat*)&c4);
glUniform1i(samplerUniform, 0);
glUniform1fv(timeUniform, 1, (const GLfloat*)&timeValue);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, squareTexture);
glGenSamplers(1, &sampler);
glSamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glSamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindSampler(0, sampler);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[3]);
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, sizeof(cubeindicies)/sizeof(GLuint), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
glUseProgram(0);
glutSwapBuffers();

}


double r = 0;
void loadBufferData() {
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GLUT_MULTISAMPLE);
glEnable(GL_PERSPECTIVE_CORRECTION_HINT);
Image* squareImage = loadBMP("puddletexture.bmp");
squareTexture = loadTexture(squareImage);
delete squareImage;

glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(4, vbo);

glEnableVertexAttribArray(positionAttribute);
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(diamond), diamond, GL_STATIC_DRAW);
glVertexAttribPointer(positionAttribute, 3, GL_FLOAT, GL_FALSE, 0, 0);

glEnableVertexAttribArray(colourAttribute);
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_STATIC_DRAW);
glVertexAttribPointer(colourAttribute, 4, GL_FLOAT, GL_FALSE, 0, 0);

glEnableVertexAttribArray(textureAttribute);
glBindBuffer(GL_ARRAY_BUFFER, vbo[2]);
glBufferData(GL_ARRAY_BUFFER, sizeof(picturetexturecoordinates), picturetexturecoordinates, GL_STATIC_DRAW);
glVertexAttribPointer(textureAttribute, 3, GL_FLOAT, GL_FALSE, 0, 0);

glEnableVertexAttribArray(indexAttribute);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[3]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(cubeindicies), cubeindicies, GL_STATIC_DRAW);

}


int main(int argc, char* argv[])
{
glutInit(&argc, argv);

glutInitContextVersion(3, 2);
glutInitContextProfile(GLUT_CORE_PROFILE);
glutSetOption(
GLUT_ACTION_ON_WINDOW_CLOSE,
GLUT_ACTION_GLUTMAINLOOP_RETURNS
);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE);
glutCreateWindow("02561");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutVisibilityFunc(visible);
glutIdleFunc(animate);
glutReshapeWindow(600, 400);

glewExperimental = GL_TRUE;
GLint GlewInitResult = glewInit();
if (GlewInitResult != GLEW_OK) {
printf("ERROR: %s\n", glewGetErrorString(GlewInitResult));
}

loadShader();
loadBufferData();
glutMainLoop();
}

顶点着色器:

    #version 330

uniform vec3 p;
uniform mat4 transformMatrix;
uniform vec4 c;
in vec4 position;
in vec4 colour;
out vec4 colourV;
in vec4 secondColour;
out vec4 secondColourV;
in vec2 textcoord;
out vec2 textcoordV;


void main (void)
{
colourV = colour;
colourV += c;
textcoordV = textcoord;
gl_Position = transformMatrix*position + vec4(p, 3.0);
}

和片段着色器:

    #version 330

uniform sampler2D textSampler;
in vec4 colourV;
in vec4 secondColourV;
out vec4 fragColour;
in vec2 textcoordV;
out vec2 fragTexture;
void main(void)
{
fragColour = colourV*texture(textSampler, textcoordV);
}

这是一张图像,当我运行它时,它在窗口中显示了几个框架,

windowframes所以现在我陷入困境,有人知道可能是什么问题吗?

最佳答案

你所有的矩阵似乎都是错误的。

rotationMat 不是有效的旋转矩阵。它们的共同点是与旋转轴对应的行和列保持不变。 (x 旋转将第一行和第一列设置为 [1,0,0,0],y 旋转将第二行和第二列设置为 [0,1,0, 0])。在您的矩阵中,第二行和第三列未设置。 Source

transMat 并不是绝对的平移矩阵,尽管用法看起来应该是一个。当前执行沿 z 轴的缩放。

projMat 完全错误。目前,这是某种奇怪的正交投影,但以某种方式根据远平面值投影 x 和 y 轴?如果您想编写透视投影矩阵,那么前两行中的 zFar 应该是 cotan(field_of_view/2) ,第四行应该是 [ 0, 0, -1, 0]Source

由于您在编写正确的矩阵方面似乎遇到很多问题,因此我强烈建议您为此使用库(例如 glm )。

此外,您正在设置着色器中不存在的制服(例如 translationMatrix),您在设置代码中检查这些制服是否存在,然后尝试在 中设置它们>display 无论此检查如何,都会导致 OpenGL 错误(检查 glGetError())。

关于立方体面在窗口中未正确渲染,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/41844726/

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