在尝试进行手动透视转换后,我无法显示我的立方体我的代码如下所示。我怀疑它可能是我的近距离和远距离的飞机号码。
-(void)drawRect:(NSRect)dirtyRect
{
// get the dimensions of the window
NSSize dim = [self frame].size;
// clear the background with color
glClearColor(0.0, 0.0, 0.0, 0.4);
glViewport(0, 0, dim.width, dim.height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// variables
GLfloat cubeHeight = 90.0;
GLfloat cubeWidth = 90.0;
GLfloat cubeLength = 200.0;
//GLfloat alpha = 0.0;
//GLfloat beta = 0.0;
//GLfloat gamma = 0.0;
// cube position data
GLfloat cubePositionData[] = {0.0, 0.0, 0.0,
0.0, 0.0, cubeLength,
cubeWidth, 0.0, cubeLength,
cubeWidth, 0.0, 0.0,
0.0, cubeHeight, 0.0,
0.0, cubeHeight, cubeLength,
cubeWidth, cubeHeight, cubeLength,
cubeWidth, cubeHeight, 0.0};
// cube indices data
GLubyte cubeIndices[] = {0, 1, 2, 0, 2, 3,
4, 5, 6, 4, 6, 7,
1, 2, 6, 1, 6, 5,
2, 3, 7, 2, 7, 6,
3, 0, 4, 3, 4, 7,
0, 1, 5, 0, 5, 4};
// cube color data
GLfloat cubeColorData[] = {0.0, 0.3, 0.8, 1.0,
0.0, 1.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
0.0, 0.3, 0.8, 1.0,
0.0, 0.3, 0.8, 1.0,
0.0, 1.0, 0.0, 1.0,
0.0, 1.0, 0.0, 1.0,
0.0, 0.3, 0.8, 1.0};
// array to hold buffer IDs
GLuint vertexBuffers[2];
// bind each array of data to separate buffers
// bind cube position data to the first buffer
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(cubePositionData), cubePositionData, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// bind the cube color data to the second buffer
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeColorData), cubeColorData, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// enable the shader program
GLuint programID = [self loadShaders];
glUseProgram(programID);
// enable vertex attributes
// enable cube position attributes
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[0]);
glEnableVertexAttribArray(VERTEX_POS_INDEX);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// enable cube color attributes
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffers[1]);
glEnableVertexAttribArray(VERTEX_COLOR_INDEX);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// point to the enabled attribute data
glVertexAttribPointer(VERTEX_POS_INDEX, VERTEX_POS_SIZE, GL_FLOAT, GL_FALSE, 0, cubePositionData);
glVertexAttribPointer(VERTEX_COLOR_INDEX, VERTEX_COLOR_SIZE, GL_FLOAT, GL_FALSE, 0, cubeColorData);
GLfloat offset[] = {0.5, 0.5};
GLint offsetUnif = glGetUniformLocation(programID, "offset");
GLint zNearUnif = glGetUniformLocation(programID, "zNear");
GLint zFarUnif = glGetUniformLocation(programID, "zFar");
GLint frustumScaleUnif = glGetUniformLocation(programID, "frustumScale");
glUniform2fv(offsetUnif, 1, offset);
glUniform1f(frustumScaleUnif, 1.0f);
glUniform1f(zNearUnif, 1.0);
glUniform1f(zFarUnif, 3.0);
// draw the elements
glDrawElements(GL_TRIANGLES, sizeof(cubeIndices)/sizeof(GLubyte), GL_UNSIGNED_BYTE, cubeIndices);
glDisableVertexAttribArray(VERTEX_POS_INDEX);
glDisableVertexAttribArray(VERTEX_COLOR_INDEX);
glUseProgram(0);
// flush buffer
glFlush();
[[self openGLContext] flushBuffer];
}
问题可能是什么?哦,还有着色器:
#version 120
attribute vec3 position;
attribute vec4 inColor;
uniform vec2 offset;
uniform float zNear;
uniform float zFar;
uniform float frustumScale;
varying vec4 outColor;
void main()
{
vec4 cameraPos = vec4(position, 1.0) + vec4(offset.x, offset.y, 0.0, 0.0);
vec4 clipPos;
clipPos.xy = cameraPos.xy * frustumScale;
clipPos.z = cameraPos.z * (zNear + zFar) / (zNear - zFar);
clipPos.z += 2 * zNear * zFar / (zNear - zFar);
clipPos.w = -cameraPos.z;
gl_Position = clipPos;
outColor = inColor;
}
#version 120
varying vec4 outColor;
void main()
{
gl_FragColor = outColor;
}
好的,我的代码部分改为:
GLfloat offset[] = {-2.0, -2.0};
GLint offsetUnif = glGetUniformLocation(programID, "offset");
GLint zNearUnif = glGetUniformLocation(programID, "zNear");
GLint zFarUnif = glGetUniformLocation(programID, "zFar");
GLint frustumScaleUnif = glGetUniformLocation(programID, "frustumScale");
glUniform2fv(offsetUnif, 1, offset);
glUniform1f(frustumScaleUnif, 1.0);
glUniform1f(zNearUnif, 1.0);
glUniform1f(zFarUnif, 25.0);
我明白了:
后端(绿色)看起来不应该看起来更小而不是更大,就像一个梯形基座?
答案 0 :(得分:0)
您似乎只使用缓冲区和着色器。在这种情况下,您应该使用OpenGL3.2和GLSL 1.5。您必须通过在NSOpenGLView(或控制器)中手动更改上下文来手动更改为核心opengl。
NSOpenGLPixelFormatAttribute attribute[] =
{
NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion3_2Core,
0
};
NSOpenGLPixelFormat *pixelFormat = [[NSOpenGLPixelFormat alloc] initWithAttributes:attribute];
NSOpenGLContext *context = [[NSOpenGLContext alloc] initWithFormat:pixelFormat shareContext:nil];
[self setPixelFormat:pixelFormat];
[self setOpenGLContext:context];
但是你必须改变你的着色器代码,例如你的属性/变化到输入/输出。
然后,就您的问题而言,您需要创建并绑定VAO。只需添加
int vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
在绑定缓冲区和顶点属性指针之前。就是这样。而已。
另外,我认为您的顶点可能存在一些问题。既然您正在查看-Z位置,那么您的多维数据集就在您身后。因此,您必须将偏移更改为vec3,并将Z偏移设置为-100,以查看立方体的大小。
答案 1 :(得分:0)
好的,我想我修好了。将我的顶点着色器更改为如下所示:
#version 120
attribute vec3 position;
attribute vec4 inColor;
uniform vec2 offset;
uniform float zNear;
uniform float zFar;
uniform float frustumScale;
varying vec4 outColor;
void main()
{
vec4 cameraPos = vec4(position.x, position.y, -position.z, 1.0) + vec4(offset.x, offset.y, -10.0, 0.0);
vec4 clipPos;
clipPos.xy = cameraPos.xy * frustumScale;
clipPos.z = cameraPos.z * (zNear + zFar) / (zNear - zFar);
clipPos.z += 2 * zNear * zFar / (zNear - zFar);
clipPos.w = -cameraPos.z;
gl_Position = clipPos;
outColor = inColor;
}
我明白了:
也许可能?