我第一次尝试将openGL合并到我的c ++代码中。作为一个初学者,我创建了这个非常原始的代码,它定义了一个名为polygon的类,并且应该使用方法polygon.draw()显示一个多边形。现在,下面的所有内容都驻留在一个main.cpp文件中,虽然为了便于阅读,我在这里分成了一段:
问题是,下面的代码编译并运行正常。只有在创建名为“simple”的窗口时,才会显示垃圾(主要是从我的计算机背景屏幕收集:(。
首先,类多边形:
#include <GL/glut.h>
#include "utility.hpp"
#include <vector>
void init(void);
class nikPolygon{
public:
std::vector<nikPosition> m_vertices;
nikColor m_color;
double m_alpha;
// constructors
// without alpha (default is 1.0)
nikPolygon(std::vector<nikPosition> vList, nikColor c):
m_vertices(vList), m_color(c), m_alpha(1.0){
}
nikPolygon(std::vector<nikPosition> vList, nikColor c, double a):
m_vertices(vList), m_color(c), m_alpha(a){
}
// default constructor
nikPolygon(){
}
// member functions
// add vertex
void addVertex(nikPosition v) { m_vertices.push_back(v); }
// remove vertex
void removeVertex(nikPosition v);
// adjust vertex
void modifyVertex(unsigned int vIndex, nikPosition newPosition);
// fill color
void setColor(nikColor col) { m_color = col; }
// set alpha
void setAlpha(double a) { m_alpha = a; }
// display
void drawPolygon(void){
// color the objet
glColor4f(m_color.red,
m_color.green,
m_color.blue,
m_alpha);
// construct polygon
glBegin(GL_POLYGON);
for (std::vector<nikPosition>::iterator it = m_vertices.begin();
it != m_vertices.end(); it++)
glVertex2f(it->x, it->y);
glEnd();
// send to screen
glFlush();
}
void draw(void);
};
然后是c / c ++回调接口(trampoline / thunk):
// for c++/c callback
nikPolygon* currentPolygon;
extern "C"
void drawCallback(void){
currentPolygon->drawPolygon();
}
void nikPolygon::draw(){
currentPolygon = this;
glutDisplayFunc(drawCallback);
}
然后其余部分:
// initialize openGL etc
void init(void){
// set clear color to black
glClearColor(0.0, 0.0, 0.0, 0.0);
// set fill color to white
glColor3f(1.0, 1.0, 1.0);
// enable transperancy
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// setup standard orthogonal view with clipping
// box as cube of side 2 centered at origin
// this is the default view
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(-1.0, 1.0, -1.0, 1.0);
}
int main(int argc, char** argv){
nikPolygon poly;
poly.addVertex(nikPosition(-0.5, -0.5));
poly.addVertex(nikPosition(-0.5, 0.5));
poly.addVertex(nikPosition(0.5, 0.5));
poly.addVertex(nikPosition(0.5, -0.5));
poly.setColor(nikColor(0.3, 0.5, 0.1));
poly.setAlpha(0.4);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize(500, 500);
glutInitWindowPosition(0, 0);
glutCreateWindow("simple");
init();
poly.draw();
glutMainLoop();
}
答案 0 :(得分:1)
在drawPolygon
功能开始时,您需要执行glClear(GL_COLOR_BUFFER_BIT);
答案 1 :(得分:1)
首先,原始代码完全过度设计。这可能是原始混淆的一部分。此外,你可以做很多事情来修复代码,而不会丢掉大部分代码。例如,用自己的对象实例表示每个多边形(三角形)的效率低得多。你通常不想这样做。表示模型的常用方法是 Mesh ,它由顶点属性的列表/数组和面列表组成,它实质上是定义三角形的3元组列表,在网格的表面上。在课堂表格中
class Mesh
{
std::vector<float> vert_position;
std::vector<float> vert_normal;
std::vector<float> vert_texUV;
std::vector<unsigned int> faces_indices;
public:
void draw();
};
然后绘制网格,使用Vertex Arrays
void Mesh::draw()
{
// This is the API as used up to including OpenGL-2.1
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXCOORD_ARRAY);
// sizes of attributes depend on actual application
glVertexPointer(3, GL_FLOAT, 0, &vert_position[0]);
glNormalPointer(GL_FLOAT, 0, &vert_normal[0]);
glTexCoordPointer(2, GL_FLOAT, 0, &vert_texUV[0]);
glDrawElements(GL_TRIANGLES, faces_indices.size(), GL_UNSIGNED_INT, &faces_indices[0]);
}
将这些Mesh对象实例的引用放入列表或数组中,并在设置适当的转换后调用draw
方法在显示函数中迭代它。
std::list<Mesh> list_meshes;
void display()
{
clear_framebuffer();
set_viewport_and_projection();
for(std::list<Mesh>::iterator mesh_iter = list_meshes.begin();
mesh_iter != list_meshes.end();
mesh_iter++) {
mesh_iter->draw()
}
swap_buffers();
}