编辑........所以我已经摆脱了所有废话,现在只有一个SSCE(希望我明白现在是什么)。对于那些还没有看过这个问题的人来说,我希望在调整大小时保持纵横比,但是窗口的表现就好像我已经注释掉了调整大小(延伸)。我已经检查了所有点的投影矩阵,并且它会在您期望的点处发生变化,并且在您期望的点处保持不变。
我删除了依赖于其他文件的东西,所以它应该为你编译,除了着色器文件,我也会发布他们的代码(它们很短)。对不起它的格式看起来不太好,很难保持格式化必须在大多数行的前面放置4个空格。
顺便说一句,线框不会出现。但是,在逐字复制我的第一个回答者的建议并进行编译时,确实会出现。不确定这是否与我的问题有关。
#define GLEW_STATIC
#include "glew.h"
#include "glut.h"
#include <Windows.h>
#include <iostream>
//#include "TgaParser.h"
//#include "Vertex.h"
//#include "ObjParser.h"
//#include "Car.h"
//#include "Floor.h"
//#include "BitmapParser.h"
using namespace std;
#pragma comment(lib,"winmm.lib")
#pragma comment(lib,"glut32.lib")
#pragma comment(lib, "glew32s.lib")
/*GLOBALS*/
int g_ScreenWidth = 800;
int g_ScreenHeight = 800;
int g_Program = 0;
int g_PositionHandle = 0;
int g_TextureCoordhandle = 0;
int g_ModelMatrixHandle = 0;
//Car* g_pCar = 0;
//Floor* g_pFloor = 0;
void error(char * error)
{
printf(error);
system("pause");
exit(0);
}
static void checkGlError(const char* op)
{
for (GLint error = glGetError(); error; error
= glGetError())
{
const GLubyte* sError = gluErrorString(error);
printf("Shader error %s\n",sError);
}
}
GLuint loadShader(GLenum shaderType, const char* pSource)
{
GLuint shader = glCreateShader(shaderType);
if (shader)
{
glShaderSource(shader, 1, &pSource, NULL);
glCompileShader(shader);
GLint compiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
checkGlError("createVertexShader");
if (!compiled)
{
GLint infoLen = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen)
{
char* buf = (char*) malloc(infoLen);
if (buf)
{
glGetShaderInfoLog(shader, infoLen, NULL, buf);
printf(buf);
free(buf);
}
glDeleteShader(shader);
shader = 0;
}
}
}
return shader;
}
GLuint createProgram(const char* pVertexSource, const char* pFragmentSource)
{
GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource);
checkGlError("createVertexShader");
if (!vertexShader)
{
return 0;
}
GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
if (!pixelShader)
{
return 0;
}
GLuint program = glCreateProgram();
g_Program=program;
if (program)
{
glAttachShader(program, vertexShader);
checkGlError("glAttachShader");
glAttachShader(program, pixelShader);
checkGlError("glAttachShader");
glLinkProgram(program);
GLint linkStatus = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
if (linkStatus != GL_TRUE)
{
GLint bufLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
if (bufLength)
{
char* buf = (char*) malloc(bufLength);
if (buf)
{
glGetProgramInfoLog(program, bufLength, NULL, buf);
free(buf);
}
}
glDeleteProgram(program);
program = 0;
}
}
return program;
}
void forward_display()
{
glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60, (GLfloat)g_ScreenWidth/(GLfloat)g_ScreenHeight, 0.1, 100);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//gluLookAt(0, -0.5, 1, 0, 0, -1, 0, 1, 0);
//glPushMatrix ();
//glRotatef(timeGetTime()*0.05,0,1,0);
//g_pCar->Draw(g_ModelMatrixHandle, g_PositionHandle, g_TextureCoordhandle);
//glPopMatrix ();
glTranslatef(0, 0, -2);
glColor3f(1,0,0);
glRotatef( 45, 1, 1, 0 );
glutWireCube(1);
glutSwapBuffers();
}
void forward_animate()
{
forward_display();
}
/*Reads in all of the data contents automatically allocating memory for the content*/
char* readFileData (char * fileName)
{
FILE *fp = fopen(fileName,"r");
if (fp==0)
{
error("Why is all rum gone!!\n");
return 0;
}
fseek(fp, 0L, SEEK_END);
int sz = ftell(fp);
fseek(fp, 0L, SEEK_SET);
char * data = new char[sz+1];
memset(data,0,sz+1);
fread(data,1,sz,fp);
fclose(fp);
return data;
}
void init()
{
char * vertexShaderBuffer = readFileData("../resources/shaders/IntroToShaders.vs");
char * pixelShaderBuffer = readFileData("../resources/shaders/IntroToShaders.ps");
g_Program = createProgram (vertexShaderBuffer, pixelShaderBuffer);
//We have finished compiling the shader now delete the char arrays with the source code
delete [] vertexShaderBuffer;
delete [] pixelShaderBuffer;
g_PositionHandle = glGetAttribLocation(g_Program, "vPosition");
g_TextureCoordhandle = glGetAttribLocation(g_Program, "vTextureCoord");
g_ModelMatrixHandle = glGetUniformLocation(g_Program, "modelview_matrix");
if (g_PositionHandle == -1)
{
printf("g_PositionHandle is bad\n");
}
if (g_TextureCoordhandle == -1)
{
printf("g_TextureCoordhandle is bad\n");
}
if (g_ModelMatrixHandle == -1)
{
printf("g_ModelMatrixHandle is bad\n");
}
glUseProgram(g_Program);
//g_pCar = new Car();
//g_pCar->Initialise ();
//g_pFloor = new Floor ();
//g_pFloor->Initialise ();
//g_pCar->InitTextures();
//g_pFloor->InitTextures ();
//g_pCar->LoadTextures ();
//g_pFloor->LoadTextures ();
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void reshape(int w, int h)
{
g_ScreenWidth = w;
g_ScreenHeight = h;
glViewport(0, 0, w, h);
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(g_ScreenWidth, g_ScreenHeight);
glutCreateWindow("Assignment 1");
glewInit();
init ();
glutDisplayFunc(forward_display);
glutIdleFunc(forward_animate);
glutReshapeFunc(reshape);
glutMainLoop();
/*
DONT DO THINGS HERE
*/
return 0;
}
IntroToShaders.ps:
varying vec2 vTexCoord;
uniform sampler2D myTexture;
void main (void)
{
gl_FragColor = texture2D(myTexture, vTexCoord);
}
IntroToShaders.vs:
attribute vec3 vPosition;
attribute vec2 vTextureCoord;
varying vec2 vTexCoord;
uniform mat4 modelview_matrix;
void main(void)
{
vTexCoord = vTextureCoord;
gl_Position = modelview_matrix*vec4(vPosition,1.0);
}
答案 0 :(得分:3)
如果没有glutInit()
电话,我不完全确定您希望完成的任务。
试试这个:
#include <GL/glut.h>
void forward_display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
double w = glutGet( GLUT_WINDOW_WIDTH );
double h = glutGet( GLUT_WINDOW_HEIGHT );
gluPerspective(60, w / h, 0.1, 100);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef( 0, 0, -2 );
glColor3ub(255, 0, 0);
glRotatef( 45, 1, 1, 0 );
glutWireCube( 1 );
glutSwapBuffers();
}
int main(int argc, char **argv)
{
glutInit( &argc, argv );
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(800, 800);
glutCreateWindow("Intro to shading");
glutDisplayFunc(forward_display);
glutMainLoop();
return 0;
}
编辑:鉴于(截至撰写本文时)the most recent revision中的代码,请试一试:
#include <GL/glew.h>
#include <GL/glut.h>
#include <cstdio>
/*GLOBALS*/
int g_Program = 0;
int g_ProjectionMatrixHandle = 0;
int g_ModelMatrixHandle = 0;
static void checkGlError(const char* op)
{
for (GLint error = glGetError(); error; error
= glGetError())
{
const GLubyte* sError = gluErrorString(error);
printf("Shader error %s\n",sError);
}
}
GLuint loadShader(GLenum shaderType, const char* pSource)
{
GLuint shader = glCreateShader(shaderType);
if (shader)
{
glShaderSource(shader, 1, &pSource, NULL);
glCompileShader(shader);
GLint compiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
checkGlError("createVertexShader");
if (!compiled)
{
GLint infoLen = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen)
{
char* buf = (char*) malloc(infoLen);
if (buf)
{
glGetShaderInfoLog(shader, infoLen, NULL, buf);
printf(buf);
free(buf);
}
glDeleteShader(shader);
shader = 0;
}
}
}
return shader;
}
GLuint createProgram(const char* pVertexSource, const char* pFragmentSource)
{
GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource);
checkGlError("createVertexShader");
if (!vertexShader)
{
return 0;
}
GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
if (!pixelShader)
{
return 0;
}
GLuint program = glCreateProgram();
g_Program=program;
if (program)
{
glAttachShader(program, vertexShader);
checkGlError("glAttachShader");
glAttachShader(program, pixelShader);
checkGlError("glAttachShader");
glLinkProgram(program);
GLint linkStatus = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
if (linkStatus != GL_TRUE)
{
GLint bufLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
if (bufLength)
{
char* buf = (char*) malloc(bufLength);
if (buf)
{
glGetProgramInfoLog(program, bufLength, NULL, buf);
free(buf);
}
}
glDeleteProgram(program);
program = 0;
}
}
return program;
}
void forward_display()
{
glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
double w = glutGet( GLUT_WINDOW_WIDTH );
double h = glutGet( GLUT_WINDOW_HEIGHT );
gluPerspective(60, w / h, 0.1, 100);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0, 0, -2);
glColor3f(1,0,0);
glRotatef( 45, 1, 1, 0 );
GLfloat projection[16];
glGetFloatv( GL_PROJECTION_MATRIX, projection );
glUniformMatrix4fv( g_ProjectionMatrixHandle, 1, GL_FALSE, projection );
GLfloat modelview[16];
glGetFloatv( GL_MODELVIEW_MATRIX, modelview );
glUniformMatrix4fv( g_ModelMatrixHandle, 1, GL_FALSE, modelview );
glutWireCube(1);
glutSwapBuffers();
}
void forward_timer( int extra )
{
glutTimerFunc( 16, forward_timer, 0 );
glutPostRedisplay();
}
#define GLSL(version, shader) "#version " #version "\n" #shader
const char * vertexShaderBuffer = GLSL
(
120,
uniform mat4 projection_matrix;
uniform mat4 modelview_matrix;
varying vec4 vColor;
void main(void)
{
vColor = gl_Color;
gl_Position = projection_matrix * modelview_matrix * gl_Vertex;
}
);
const char * pixelShaderBuffer = GLSL
(
120,
varying vec4 vColor;
void main (void)
{
gl_FragColor = vColor;
}
);
void init()
{
g_Program = createProgram (vertexShaderBuffer, pixelShaderBuffer);
glUseProgram(g_Program);
g_ProjectionMatrixHandle = glGetUniformLocation(g_Program, "projection_matrix");
if (g_ProjectionMatrixHandle == -1)
{
printf("g_ProjectionMatrixHandle is bad\n");
}
g_ModelMatrixHandle = glGetUniformLocation(g_Program, "modelview_matrix");
if (g_ModelMatrixHandle == -1)
{
printf("g_ModelMatrixHandle is bad\n");
}
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(800, 800);
glutCreateWindow("Assignment 1");
glewInit();
init ();
glutDisplayFunc(forward_display);
glutTimerFunc( 0, forward_timer, 0 );
glutMainLoop();
return 0;
}
答案 1 :(得分:0)
gluPerspective在使用着色器时不起作用。
所以在你的其他全局变量的开头有一个全局int g_ProjectionMatrixHandle = 0.
然后在初始阶段获取句柄:
g_ProjectionMatrixHandle = glGetUniformLocation(g_Program, "projection_matrix");
然后在绘图阶段将手柄发送到着色器:
GLfloat p[16];
glGetFloatv(GL_PROJECTION_MATRIX, p);
glUniformMatrix4fv(g_ProjectionMatrixHandle, 1, GL_FALSE, p);
然后收集着色器中的手柄并使用它:
attribute vec3 vPosition;
attribute vec2 vTextureCoord;
varying vec2 vTexCoord;
uniform mat4 modelview_matrix;
uniform mat4 projection_matrix;
void main(void)
{
vTexCoord = vTextureCoord;
gl_Position = projection_matrix * modelview_matrix * vec4(vPosition,1.0);
}
我也会弄清楚为什么我不能很快画出形状并在以后编辑这个答案,以防其他人遇到问题。
顺便说一句,如果您只是绘制常规形状(线条,多边形等)而不是坐标和纹理的数组,并且出于某种原因使用着色器,请参阅genpfault的着色器代码。