我正在尝试学习如何使用着色器程序在OpenGL 2.0中进行一些基本渲染,并且我很难将任何顶点数据显示在屏幕上。现在我不知道我的问题所在。我已经通过了一些例子,在我的代码中没有任何明显的突出显示错误,但我确信我错过了一些简单的东西。我会尝试简短地使用我的代码。
我在这里也问了同样的问题:gamedev.stackexchange,但不幸的是我没有收到任何能够解决我问题的答案。
尝试答案的快速摘要:
感谢您的帮助。
bool GameCore::Start(int iCmdShow)
{
const LPCWSTR appname = TEXT("Maze Game");
// Create the Window and kill the program if this fails.
if(!wm->Create(appname))
{
return FALSE;
}
// Initialize OpenGL
wm->InitGraphics();
cam = wm->cam;
Vector3 *v = new Vector3(0.0f,0.0f,0.0f);
wm->testSprite = new Sprite(v);
// Start the update loop.
_beginthread(&GameCore::Execute, 0, this);
// Blocking function to run the application.
wm->RunWindow(iCmdShow);
return true;
}
// Initialize OpenGL graphics
void OpenGLWM::InitGraphics()
{
hDC = GetDC(hWnd);
SetupPixelFormat();
hRC = wglCreateContext(hDC);
wglMakeCurrent(hDC, hRC);
glClearColor(1, 0, 0, 0);
glClearDepth(1.0);
glEnable(GL_DEPTH_TEST);
GLenum err = glewInit();
if (GLEW_OK != err)
{
// Add error handling.
}
cam = new Camera(0, 0, -10);
program = new ShaderProgram();
program->Initialize();
}
// Set up pixel format for graphics initialization
void OpenGLWM::SetupPixelFormat()
{
PIXELFORMATDESCRIPTOR pfd, *ppfd;
int pixelformat;
ppfd = &pfd;
ppfd->nSize = sizeof(PIXELFORMATDESCRIPTOR);
ppfd->nVersion = 1;
ppfd->dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
ppfd->dwLayerMask = PFD_MAIN_PLANE;
ppfd->iPixelType = PFD_TYPE_COLORINDEX;
ppfd->cColorBits = 16;
ppfd->cDepthBits = 16;
ppfd->cAccumBits = 0;
ppfd->cStencilBits = 0;
pixelformat = ChoosePixelFormat(hDC, ppfd);
SetPixelFormat(hDC, pixelformat, ppfd);
}
// Camera Constructor
Camera::Camera(double dX, double dY, double dZ)
{
Vector3 V(dX, dY, dZ);
Vector3 R(0,0,0);
Initialization(V, R);
}
bool ShaderProgram::Initialize()
{
GLint giLinked;
GLbyte vShaderStr[] =
"#version 110 \n"
"attribute vec3 in_Position;\n"
"void main()\n"
"{\n"
"gl_Position = vec4(in_Position, 1.0);\n"
"}\n";
GLbyte pShaderStr[] =
"#version 110 \n"
"precision mediump float;\n"
"void main()\n"
"{\n"
"gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
"}\n";
// Load the shaders
vertexShader.LoadShader((const char *)&vShaderStr, GL_VERTEX_SHADER);
pixelShader.LoadShader((const char *)&pShaderStr, GL_FRAGMENT_SHADER);
guiProgram = glCreateProgram();
if(guiProgram == 0)
{
return false;
}
// Add the shaders to the program
glAttachShader(guiProgram, vertexShader.guiShader);
glAttachShader(guiProgram, pixelShader.guiShader);
// Bind the position coordinates
glBindAttribLocation(guiProgram, 0, "in_Position");
// Link the program
glLinkProgram(guiProgram);
int iError = glGetError();
// Get the link status
glGetProgramiv(guiProgram, GL_LINK_STATUS, &giLinked);
if(giLinked == 0)
{
// Add error handling.
return false;
}
return true;
}
GLuint BaseShader::LoadShader(const char *cShaderSrc, GLenum type)
{
GLint guiCompiled;
// Creates an empty shader object.
guiShader = glCreateShader(type);
if(guiShader == 0)
{
return 0;
}
// Load the shader.
glShaderSource(guiShader, 1, &cShaderSrc, NULL);
// Compile the shader
glCompileShader(guiShader);
// Check the compile status
glGetShaderiv(guiShader, GL_COMPILE_STATUS, &guiCompiled);
if(guiCompiled == 0)
{
// TODO: ADD ERROR LOGGING
GLint infoLen = 0;
glGetShaderiv(guiShader, GL_INFO_LOG_LENGTH, &infoLen);
if(infoLen > 1)
{
char* infoLog = (char *)malloc(sizeof(char) * infoLen);
glGetShaderInfoLog(guiShader, infoLen, NULL, infoLog);
free(infoLog);
}
return 0;
}
return guiShader;
}
// Sprite inherits from Render Object
Sprite::Sprite(Vector3 *_vPosition)
{
// Initialize the position.
vPosition = _vPosition;
// Create verticies
vertexStruct * v = new vertexStruct[4];
v[0].SetPosition(-2, 2, -40);
v[0].SetColor(128, 128, 128, 255);
v[1].SetPosition(2, 2, -40);
v[1].SetColor(128, 128, 128, 255);
v[2].SetPosition(2, -2, -40);
v[2].SetColor(128, 128, 128, 255);
v[3].SetPosition(-2, -2, -40);
v[3].SetColor(128, 128, 128, 255);
// Create the indicies.
GLubyte * i = new GLubyte[6];
i[0] = 0;
i[1] = 1;
i[2] = 2;
i[3] = 0;
i[4] = 2;
i[5] = 3;
Initialize(v, 4, i, 6);
}
void RenderObject::Initialize(vertexStruct *_vertices, unsigned int _uiNumVertices, GLubyte *_indices, unsigned int _uiNumIndicies)
{
vertices = _vertices;
indices = _indices;
uiNumVertices = _uiNumVertices;
uiNumIndices = _uiNumIndicies;
CreateBufferObjects();
}
void RenderObject::CreateBufferObjects()
{
// Get an id for the Vector3 buffer.
glGenBuffers((GLsizei)1, &uiVertexBuffer);
// Bind the buffer so we can "upload" the data.
glBindBuffer(GL_ARRAY_BUFFER, uiVertexBuffer);
// Upload the data to OpenGL.
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexStruct) * uiNumVertices, vertices, GL_STATIC_DRAW);
// Get an id for the indice buffer.
glGenBuffers(1, &uiIndiceBuffer);
// Bind the indice buffer so we can "upload" the data.
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, uiIndiceBuffer);
// Upload the data to OpenGL.
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLubyte) * uiNumIndices, indices, GL_STATIC_DRAW);
}
bool WindowManager::RunWindow(int iCmdShow)
{
// Display the window
ShowWindow(hWnd, iCmdShow);
UpdateWindow(hWnd);
// Event loop
while (1)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE) == TRUE)
{
if (!GetMessage(&msg, NULL, 0, 0))
{
return TRUE;
}
TranslateMessage(&msg);
DispatchMessage(&msg);
}
// It would be better if this was its own thread.
if(!DoWork())
{
return false;
}
}
return true;
}
// "Draw" function.
bool OpenGLWM::DoWork()
{
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program->guiProgram);
testSprite->Draw();
// Show the new scene
SwapBuffers(hDC);
return true;
}
void RenderObject::Draw()
{
// Bind the vertex buffer.
glBindBuffer(GL_ARRAY_BUFFER, uiVertexBuffer);
// Set where the vertex data is.
glVertexAttribPointer(VertexEnum::Data, 3, GL_FLOAT, GL_FALSE, sizeof(vertexStruct), 0);
glEnableVertexAttribArray(0);//VertexEnum::Data);
// Load the colors.
glVertexAttribPointer(VertexEnum::Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, 12, (void*)offsetof(vertexStruct, color));
glEnableVertexAttribArray(1);//VertexEnum::Color);
// Bind the indice buffer.
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, uiIndiceBuffer);
glDrawElements(GL_TRIANGLE_STRIP, uiNumIndices, GL_UNSIGNED_BYTE, 0);
}
void OpenGLWM::ResizeGraphics()
{
// Get new window size
RECT rect;
int width;
int height;
GLfloat aspect;
GetClientRect(hWnd, &rect);
width = rect.right;
height = rect.bottom;
aspect = (GLfloat)width / height;
// Adjust graphics to window size
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, aspect, 1.0, 100.0);
glMatrixMode(GL_MODELVIEW);
// Call the base function
WindowManager::ResizeGraphics();
}
答案 0 :(得分:6)
程序存在一些问题,这些问题合并导致渲染不足:
首先,世界坐标顶点到屏幕坐标的转换不会发生。具体来说,顶点着色器仅将输入顶点值复制到最终顶点位置(通常称为“pass-thru”着色器)。这个问题有多种解决方案:
使用了非常旧的ftransform()
GLSL例程,该例程将返回转换后的顶点值:
gl_Position = ftransform();
使用隐式定义的GLSL矩阵:
gl_Position = gl_ModelViewProjectionMatrix * vec4(in_Position, 1.0);
或使用单独定义的矩阵:
gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * vec4(in_Position, 1.0);
下一个问题是定义的几何体与渲染的几何形状不一致。特别是索引元素数组,定义如下
// Create the indicies.
GLubyte * i = new GLubyte[6];
i[0] = 0;
i[1] = 1;
i[2] = 2;
i[3] = 0;
i[4] = 2;
i[5] = 3;
用于两个三角形,但glDrawElements
调用将GL_TRIANGLE_STRIP指定为几何图元。这可以通过两种方式解决:
将三角形条的索引元素列表修复为:
// Create the indicies.
GLubyte * i = new GLubyte[4];
i[0] = 1;
i[1] = 0;
i[2] = 2;
i[3] = 3;
这将在条带中产生两个三角形,并使用适当的顶点绕组进行正确的背面剔除。
最后,在请求深度缓冲区并启用深度测试时,每帧不清除深度缓冲区。将GL_DEPTH_BUFFER_BIT添加到glClear
调用即可实现此目的。