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opengl - 现代等效于 `gluOrtho2d `

转载 作者:行者123 更新时间:2023-12-04 13:32:23 25 4
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OpenGL 函数的现代等价物是什么gluOrtho2d ? clang 给了我弃用警告。我相信我需要编写某种顶点着色器?它应该是什么样子?

最佳答案

我开始回答这个问题时认为“这没什么不同,你只需要……”。
我开始编写一些代码来证明自己是正确的,但最终并没有真​​正这样做。无论如何,这是我努力的成果:“现代”OpenGL 的最小注释示例。

在现代 OpenGL 开始像老式 OpenGL 一样运行之前,您需要编写大量代码。我不会深入探讨您可能喜欢(或不喜欢)以新方式做这件事的原因——还有无数其他答案可以提供一个很好的总结。相反,如果您愿意,我将发布一些可以让您运行的最小代码。

你应该最终得到这件令人惊叹的艺术品:

a stunningly awesome magenta triangle

基本渲染流程

第 1 部分:顶点缓冲区

void TestDraw(){
// create a vertex buffer (This is a buffer in video memory)
GLuint my_vertex_buffer;
glGenBuffers(1 /*ask for one buffer*/, &my_vertex_buffer);

const float a_2d_triangle[] =
{
200.0f, 10.0f,
10.0f, 200.0f,
400.0f, 200.0f
};

// GL_ARRAY_BUFFER indicates we're using this for
// vertex data (as opposed to things like feedback, index, or texture data)
// so this call says use my_vertex_data as the vertex data source
// this will become relevant as we make draw calls later
glBindBuffer(GL_ARRAY_BUFFER, my_vertex_buffer);


// allocate some space for our buffer

glBufferData(GL_ARRAY_BUFFER, 4096, NULL, GL_DYNAMIC_DRAW);

// we've been a bit optimistic, asking for 4k of space even
// though there is only one triangle.
// the NULL source indicates that we don't have any data
// to fill the buffer quite yet.
// GL_DYNAMIC_DRAW indicates that we intend to change the buffer
// data from frame-to-frame.
// the idea is that we can place more than 3(!) vertices in the
// buffer later as part of normal drawing activity

// now we actually put the vertices into the buffer.
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(a_2d_triangle), a_2d_triangle);

第 2 部分:顶点数组对象:

我们需要定义 my_vertex_array 中包含的数据的结构。此状态包含在顶点数组对象 (VAO) 中。在现代 OpenGL 中,至少需要其中之一

    GLuint my_vao;
glGenVertexArrays(1, &my_vao);

//lets use the VAO we created
glBindVertexArray(my_vao);

// now we need to tell the VAO how the vertices in my_vertex_buffer
// are structured
// our vertices are really simple: each one has 2 floats of position data
// they could have been more complicated (texture coordinates, color --
// whatever you want)

// enable the first attribute in our VAO
glEnableVertexAttribArray(0);

// describe what the data for this attribute is like
glVertexAttribPointer(0, // the index we just enabled
2, // the number of components (our two position floats)
GL_FLOAT, // the type of each component
false, // should the GL normalize this for us?
2 * sizeof(float), // number of bytes until the next component like this
(void*)0); // the offset into our vertex buffer where this element starts

第 3 部分:着色器

好的,我们已经设置了所有源数据,现在我们可以设置将其转换为像素的着色器

    // first create some ids
GLuint my_shader_program = glCreateProgram();
GLuint my_fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
GLuint my_vertex_shader = glCreateShader(GL_VERTEX_SHADER);

// we'll need to compile the vertex shader and fragment shader
// and then link them into a full "shader program"
// load one string from &my_fragment_source
// the NULL indicates that the string is null-terminated
const char* my_fragment_source = FragmentSourceFromSomewhere();
glShaderSource(my_fragment_shader, 1, &my_fragment_source, NULL);
// now compile it:
glCompileShader(my_fragment_shader);

// then check the result
GLint compiled_ok;
glGetShaderiv(my_fragment_shader, GL_COMPILE_STATUS, &compiled_ok);
if (!compiled_ok){ printf("Oh Noes, fragment shader didn't compile!\n"); }
else{
glAttachShader(my_shader_program, my_fragment_shader);
}

// and again for the vertex shader
const char* my_vertex_source = VertexSourceFromSomewhere();
glShaderSource(my_vertex_shader, 1, &my_vertex_source, NULL);
glCompileShader(my_vertex_shader);
glGetShaderiv(my_vertex_shader, GL_COMPILE_STATUS, &compiled_ok);
if (!compiled_ok){ printf("Oh Noes, vertex shader didn't compile!\n"); }
else{
glAttachShader(my_shader_program, my_vertex_shader);
}

//finally, link the program, and set it active
glLinkProgram(my_shader_program);
glUseProgram(my_shader_program);

第 4 部分:在屏幕上绘制东西

    //get the screen size
float my_viewport[4];
glGetFloatv(GL_VIEWPORT, my_viewport);

//now create a projection matrix
float my_proj_matrix[16];
MyOrtho2D(my_proj_matrix, 0.0f, my_viewport[2], my_viewport[3], 0.0f);

//"uProjectionMatrix" refers directly to the variable of that name in
// shader source
GLuint my_projection_ref =
glGetUniformLocation(my_shader_program, "uProjectionMatrix");

// send our projection matrix to the shader
glUniformMatrix4fv(my_projection_ref, 1, GL_FALSE, my_proj_matrix );


//clear the background
glClearColor(0.3, 0.4, 0.4, 1.0);
glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);

// *now* after that tiny setup, we're ready to draw the best 24 bytes of
// vertex data ever.

// draw the 3 vertices starting at index 0, interpreting them as triangles
glDrawArrays(GL_TRIANGLES, 0, 3);

// now just swap buffers however your window manager lets you
}

就是这样!

...除了实际

着色器

这时候开始有点累了,所以评论有点少。如果您想澄清任何事情,请告诉我。

const char* VertexSourceFromSomewhere()
{
return
"#version 330\n"
"layout(location = 0) in vec2 inCoord;\n"
"uniform mat4 uProjectionMatrix;\n"
"void main()\n"
"{\n"
" gl_Position = uProjectionMatrix*(vec4(inCoord, 0, 1.0));\n"
"}\n";
}

const char* FragmentSourceFromSomewhere()
{
return
"#version 330 \n"
"out vec4 outFragColor;\n"
"vec4 DebugMagenta(){ return vec4(1.0, 0.0, 1.0, 1.0); }\n"
"void main() \n"
"{\n"
" outFragColor = DebugMagenta();\n"
"}\n";
}

您提出的实际问题:正交投影

如前所述,实际的数学只是直接来自维基百科。

void MyOrtho2D(float* mat, float left, float right, float bottom, float top)
{
// this is basically from
// http://en.wikipedia.org/wiki/Orthographic_projection_(geometry)
const float zNear = -1.0f;
const float zFar = 1.0f;
const float inv_z = 1.0f / (zFar - zNear);
const float inv_y = 1.0f / (top - bottom);
const float inv_x = 1.0f / (right - left);

//first column
*mat++ = (2.0f*inv_x);
*mat++ = (0.0f);
*mat++ = (0.0f);
*mat++ = (0.0f);

//second
*mat++ = (0.0f);
*mat++ = (2.0*inv_y);
*mat++ = (0.0f);
*mat++ = (0.0f);

//third
*mat++ = (0.0f);
*mat++ = (0.0f);
*mat++ = (-2.0f*inv_z);
*mat++ = (0.0f);

//fourth
*mat++ = (-(right + left)*inv_x);
*mat++ = (-(top + bottom)*inv_y);
*mat++ = (-(zFar + zNear)*inv_z);
*mat++ = (1.0f);
}

关于opengl - 现代等效于 `gluOrtho2d `,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/21323743/

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