切换到 freeglut 后线条不渲染
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【中文标题】切换到 freeglut 后线条不渲染【英文标题】:lines not rendering after switching to freeglut 【发布时间】:2013-05-25 16:14:41 【问题描述】:我有一个项目,我正在使用 glut - 但是我去释放 glut 为了能够使用
glutBitmapCharacter
但是当我这样做时,我用来绘制网格的方法不再有效
//This creates the grid
for(float f = -1;f<1; f+=0.05)
glBegin(GL_LINE_STRIP);
glVertex2f(f,-1);
glVertex2f(f,1);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex2f(-1,f);
glVertex2f(1,f);
glEnd();
全班:
#include<stdlib.h>
#include<windows.h>
#include<GL/glut.h>
#include<GL/freeglut.h>
#include<iostream>
#include <vector>
#include "include/Block.h"
#include <string>
using namespace std;
void drawBitmapText(char *string, float x, float y, float z);
void reshape(int w, int h);
void render(void);
void keyboard(unsigned char c,int x,int y);
void mouse(int button,int state, int x, int y);
vector <Block> blockList;
int screenXSize=800;
int screenYSize=800;
int selectedBlockType = 0;
int main(int argc, char ** argv)
blockList.push_back(*new Block(0,1,1));
Block Test = blockList.at(0);
string s = Test.getName();
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(100,100);
glutInitWindowSize(screenXSize,screenYSize);
glutCreateWindow("TITLE");
glutDisplayFunc(render);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutMouseFunc(mouse);
glutMainLoop();
void mouse(int button,int state, int x, int y)
if(button==GLUT_RIGHT_BUTTON)
if(button==GLUT_LEFT_BUTTON)
void keyboard(unsigned char c,int x,int y)
if (c==27)
exit(0);
void reshape(int w, int h)
glViewport (0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity (); ...
gluOrtho2D (0.0, (GLdouble) w, 0.0, (GLdouble) h);
void drawBitmapText(char *string, float x, float y, float z)
char *c;
glRasterPos3f(x, y, z);
for (c=string; *c != '\0'; c++)
glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, *c);
void render(void)
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
drawBitmapText("CAN YOU READ ME?",200,200,0);
//This creates the grid
for(float f = -1;f<1; f+=0.05)
glBegin(GL_LINE_STRIP);
glVertex3f(f,-1);
glVertex3f(f,1);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex2f(-1,f);
glVertex2f(1,f);
glEnd();
非常感谢任何帮助
glutSwapBuffers();
glFlush();
但是我能够运行示例项目
/*
* GLUT Shapes Demo
*
* Written by Nigel Stewart November 2003
*
* This program is test harness for the sphere, cone
* and torus shapes in GLUT.
*
* Spinning wireframe and smooth shaded shapes are
* displayed until the ESC or q key is pressed. The
* number of geometry stacks and slices can be adjusted
* using the + and - keys.
*/
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#include <stdlib.h>
static int slices = 16;
static int stacks = 16;
/* GLUT callback Handlers */
static void resize(int width, int height)
const float ar = (float) width / (float) height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
static void display(void)
const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
const double a = t*90.0;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3d(1,0,0);
glPushMatrix();
glTranslated(-2.4,1.2,-6);
glRotated(60,1,0,0);
glRotated(a,0,0,1);
glutSolidSphere(1,slices,stacks);
glPopMatrix();
glPushMatrix();
glTranslated(0,1.2,-6);
glRotated(60,1,0,0);
glRotated(a,0,0,1);
glutSolidCone(1,1,slices,stacks);
glPopMatrix();
glPushMatrix();
glTranslated(2.4,1.2,-6);
glRotated(60,1,0,0);
glRotated(a,0,0,1);
glutSolidTorus(0.2,0.8,slices,stacks);
glPopMatrix();
glPushMatrix();
glTranslated(-2.4,-1.2,-6);
glRotated(60,1,0,0);
glRotated(a,0,0,1);
glutWireSphere(1,slices,stacks);
glPopMatrix();
glPushMatrix();
glTranslated(0,-1.2,-6);
glRotated(60,1,0,0);
glRotated(a,0,0,1);
glutWireCone(1,1,slices,stacks);
glPopMatrix();
glPushMatrix();
glTranslated(2.4,-1.2,-6);
glRotated(60,1,0,0);
glRotated(a,0,0,1);
glutWireTorus(0.2,0.8,slices,stacks);
glPopMatrix();
glutSwapBuffers();
static void key(unsigned char key, int x, int y)
switch (key)
case 27 :
case 'q':
exit(0);
break;
case '+':
slices++;
stacks++;
break;
case '-':
if (slices>3 && stacks>3)
slices--;
stacks--;
break;
glutPostRedisplay();
static void idle(void)
glutPostRedisplay();
const GLfloat light_ambient[] = 0.0f, 0.0f, 0.0f, 1.0f ;
const GLfloat light_diffuse[] = 1.0f, 1.0f, 1.0f, 1.0f ;
const GLfloat light_specular[] = 1.0f, 1.0f, 1.0f, 1.0f ;
const GLfloat light_position[] = 2.0f, 5.0f, 5.0f, 0.0f ;
const GLfloat mat_ambient[] = 0.7f, 0.7f, 0.7f, 1.0f ;
const GLfloat mat_diffuse[] = 0.8f, 0.8f, 0.8f, 1.0f ;
const GLfloat mat_specular[] = 1.0f, 1.0f, 1.0f, 1.0f ;
const GLfloat high_shininess[] = 100.0f ;
/* Program entry point */
int main(int argc, char *argv[])
glutInit(&argc, argv);
glutInitWindowSize(640,480);
glutInitWindowPosition(10,10);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutReshapeFunc(resize);
glutDisplayFunc(display);
glutKeyboardFunc(key);
glutIdleFunc(idle);
glClearColor(1,1,1,1);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
glutMainLoop();
return EXIT_SUCCESS;
【问题讨论】:
【参考方案1】:问题是您的网格被 OpenGL 裁剪(丢弃),因为它位于视锥体之外。
在您的reshape
函数中,您将对象的区域设置为 x 方向的 (0, width) 和 (0, height ) 在 y 方向上调用gluOrtho2D
。这本身不是问题,但您用于网格的坐标是 (-1,1)。如果您仔细观察窗口,您会看到左下角的像素亮起。
您需要做的最根本的事情是弄清楚您想要绘制到哪个空间。使用gluOrtho2D
,您可以有效地在窗口坐标中进行渲染,因此如果您更新网格以从 [0, width] 进行渲染,而不是 [-1,1 ],您的网格将与文本一样出现。相反,如果您想使用网格的坐标空间,请将gluOrtho2D
函数更新为gluOrtho2D( -1, 1, -1, 1 )
,并将渲染文本的位置更新为该正方形内。
还有一个小问题,有一个名为GL_LINES
的基本类型,它将在每两个顶点之间绘制一条线段。在您的网格渲染循环中,您可以通过将循环编写为来提高效率
glBegin( GL_LINES );
for ( float f = -1; f < 1; f += 0.05 )
glVertex2f( f, -1 );
glVertex2f( f , 1 );
glVertex2f( -1, f );
glVertex2f( 1, f );
glEnd();
(哦,在你的例子中,你混合了glVertex2f
,和glVertex3f
[这是完全合法的OpenGL],除了在你使用glVertex3f
时,你只提供了两个导致语法错误的参数)
【讨论】:
非常感谢您的回答 - 作为旁注,我之前尝试过类似于您的循环的方法,但它崩溃了。这仍然会发生在您的循环版本中。 不客气。至于循环,你确定你没有使用glVertex*fv
版本吗?这些函数需要一个单一的指针值,所以如果你传入一个数值,你很容易崩溃。以上是关于切换到 freeglut 后线条不渲染的主要内容,如果未能解决你的问题,请参考以下文章