C ++ / OpenGL / SFML顶点着色

时间:2012-08-08 04:12:49

标签: c++ opengl colors sfml vertex

我最近一直在了解vertex coloring。当我使用过剩/ OpenGL时,该程序运行良好。但是,我想将SFML用于应用程序,因此我尝试将this site上的代码更改为SFML可以使用的代码。但是,整个四边形只有纯色;每个顶点着色只产生一个白色方块。下面是一个重现我问题的小例子:

#include <windows.h>
#include <SFML/Graphics.hpp>
#include <gl/gl.h>
#include <gl/glu.h>

class Scene {
public:
    void resize( int w, int h ) {
        // OpenGL Reshape
        glViewport( 0, 0, w, h );
        glMatrixMode( GL_PROJECTION );
        glLoadIdentity();
        gluPerspective( 120.0, (GLdouble)w/(GLdouble)h, 0.5, 500.0 );
        glMatrixMode( GL_MODELVIEW );
    }
};

int main() {

    sf::RenderWindow window(sf::VideoMode(800, 600, 32), "Test");

    ///Setup the scene, materials, lighting
    Scene scene;
    scene.resize(800,600);
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_LIGHTING);
    glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION);
    glEnable(GL_COLOR_MATERIAL);
    glShadeModel(GL_FLAT);
    glEnable(GL_LIGHT0);
    float XL = .5, YL = .1, ZL = 1;
    GLfloat ambientLight[] = { 0.2f, 0.2f, 0.2f, 1.0f };
    GLfloat diffuseLight[] = { 0.8f, 0.8f, 0.8, 1.0f };
    GLfloat specularLight[] = { 0.5f, 0.5f, 0.5f, 1.0f };
    GLfloat lightpos[] = {XL, YL, ZL, 0.};
    glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
    glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
    glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight);
    glLightfv(GL_LIGHT0, GL_POSITION, lightpos);

    ///Start loop
    while( window.isOpen() ) {
        sf::Event event;
        while( window.pollEvent( event ) ) {
            if( event.type == sf::Event::Closed )
                window.close();
        }

        glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        gluPerspective(50.0, 1.0, 1.0, 50);
        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();
        gluLookAt(1, 0, 1, 0, 0, 0, 0, 1, 0);

        glColor3f(1, 0, 0);

        glBegin(GL_QUADS);
           // glColor3f(1,0,0); //red
            glVertex3f(-0.5, -0.5, 0.0);
           // glColor3f(0,1,0); //green
            glVertex3f(-0.5, 0.5, 0.0);
           // glColor3f(0,0,1); //blue
            glVertex3f(0.5, 0.5, 0.0);
           // glColor3f(1,1,1); //white
            glVertex3f(0.5, -0.5, 0.0);
        glEnd();

        ///Reset env settings for SFML
        glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

        window.display();
    }
    return 1;
}

1 个答案:

答案 0 :(得分:4)

这是因为您打开了平面着色,这会禁用顶点之间的颜色插值。

删除glShadeModel调用,或将其替换为glShadeModel(GL_SMOOTH)(默认值)。

  

GL基元可以具有平坦或平滑的阴影。               光滑的阴影,               默认的,               使得计算出的顶点颜色被插值为               原始是光栅化的,               通常为每个结果像素片段分配不同的颜色。               平面着色选择仅一个顶点的计算颜色               并将其分配给所有像素片段               通过栅格化单个基元生成的。               在任何一种情况下,顶点的计算颜色都是结果               照明如果启用,               或者它是指定顶点时的当前颜色               照明被禁用。