尝试绘制立方体时,我会得到一个空白屏幕。这是一个以glClearColor
为背景的屏幕。
我的代码在很多文件中,我无法在这里发布所有文件,因此我已将其放置on Github。你会想看看它。这是一个visual studio 2012文件,但所有源代码都适用于任何IDE。虽然非常不完整,但这里有一些片段:
编辑:我现在能够看到我的形状,但它们完全是无光泽的。即使我在glutSolidTeapot
中使用已经制作的法线,它看起来也很平坦。此外,即使我指定远切割平面为1000,我的形状在此之前消失了。我已将我的代码更新为更新版。
CodeIndigo.cpp
// Entry point!
// Code indigo is a 3d mystery game. Readme for more information.
#include "CodeIndigo.h"
#include <iostream>
void box_update (const int& frame, const Object& self)
{
return;
}
void update (int frame)
{
if (Indigo::keys ['w'])
{
Indigo::Current_World.camera.Move (0.05);
}
if (Indigo::keys ['s'])
{
Indigo::Current_World.camera.Move (-0.05);
}
if (Indigo::keys ['a'])
{
Indigo::Current_World.camera.Move (0.0, -0.05);
}
if (Indigo::keys ['d'])
{
Indigo::Current_World.camera.Move (0.0, 0.05);
}
if (GL_NO_ERROR != glGetError ())
{
std::cout << "Error: " << glGetError () << std::endl;
}
if (Indigo::keys ['3'])
{
Camera camera = Indigo::Current_World.camera;
std::cout << camera.X << ", " << camera.Y << ", " << camera.Z << " looking at "
<< camera.eye.Get_X () << ", " << camera.eye.Get_Y () << ", " << camera.eye.Get_Z () << std::endl;
}
}
void mouse_moved (int x, int y)
{
static const float sensitivity = 0.5;
Indigo::Current_World.camera.eye.Add_Direction (0.0, x * sensitivity,
y * -1 * sensitivity);
std::cout << x << ", " << y << std::endl;
}
int main(int argc, char ** argv)
{
Indigo::Initialize (argc, argv, " ~ Code Indigo",
800, 600, true, 60, Indigo::Sky_Color, 60);
Mesh box = Mesh::Sphere (0.5);
Object add = Object(0.0, 0.0, -1.0, box, Indigo::White_Color, 40.0f, box_update);
int object = Indigo::Current_World.Add_Object (add);
Indigo::Update_Function = update;
Indigo::Relative_Mouse_Moved_Function = mouse_moved;
Indigo::Current_World.lighting.Add_Light (0.0, 2.0, 0.0);
Indigo::Current_World.camera.Place (0.0, 0.0, 0.0);
Indigo::Current_World.camera.eye.Set_Direction (1.0, 90.0, -2.8);
Indigo::Run ();
return (0);
}
靛蓝::初始化
// Initializes window and rendering matrices.
void Initialize (int argc, char ** argv, const char * window_name,
const int& window_width, const int& window_height, const bool& fullscreen,
int field_of_view, float * background, int max_framerate)
{
glutInit (&argc, argv);
glutInitDisplayMode (GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize (window_width, window_height);
glutCreateWindow (window_name);
if (fullscreen)
{
glutFullScreen ();
}
if (background)
{
glClearColor (background [0], background [1], background [2], 1.0);
}
else
{
glClearColor (Sky_Color [0], Sky_Color [1], Sky_Color [2], 1.0);
}
Frame_Length_Minimum = 1000 / max_framerate;
glutSetKeyRepeat (GLUT_KEY_REPEAT_OFF);
glutDisplayFunc (Render);
glutTimerFunc (10, Update, 0);
glutReshapeFunc (Reshape);
glutPassiveMotionFunc (Mouse_Moved);
glutMouseFunc (Mouse_Button);
glutKeyboardFunc (Key_Pressed);
glutKeyboardUpFunc (Key_Released);
glMatrixMode (GL_PROJECTION);
Reshape ();
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
glShadeModel (GL_SMOOTH);
glEnable (GL_DEPTH_TEST);
return;
}
靛蓝::整形
// Acts for when the window reshapes
void Reshape (int width, int height)
{
bool viewport = true;
if (0 == width)
{
width = glutGet (GLUT_WINDOW_WIDTH);
viewport = false;
}
if (0 == height)
{
height = glutGet (GLUT_WINDOW_HEIGHT);
viewport = false;
}
if (viewport)
{
glViewport (0, 0, width, height);
}
glLoadIdentity ();
gluPerspective (Field_Of_View,
(float) width / (float) height,
0.5, 1000.0);
}
世界::渲染
void World::Render (void) const
{
// Renders every object in the world
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode (GL_PROJECTION);
Indigo::Reshape ();
glMatrixMode (GL_MODELVIEW);
camera.Look ();
lighting.Position_Lights ();
// <DELETE>
float full_array [] = {1.0, 1.0, 1.0, 1.0};
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, full_array);
glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, full_array);
glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, 60.0);
glutSolidTeapot (0.3);
// </DELETE>
for (int Object_ID=0; Object_ID<objects.size (); ++Object_ID)
{
const_cast <Object&> (objects [Object_ID]).Render ();
}
glutSwapBuffers ();
return;
}
对象::渲染
// Renders the object
void Object::Render (void) const
{
float full_array [] = {1.0, 1.0, 1.0, 1.0};
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, object_color ? object_color : full_array);
glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, full_array);
glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, object_shine);
glPushMatrix ();
glTranslatef (X, Y, Z);
std::vector <Vertex> points = Data.Get_Vertices ();
glBegin (Render_Types [Data.Group_Size]);
for (int Point=0; Point<points.size (); Point++)
{
// When each polygon is finished, calculate a light normal
if ((Point + 1) % (Data.Group_Size == 0 ? 3 : Data.Group_Size) == 0)
{
Vertex two = points [Point - 1] - points [Point - 2];
Vertex three = points [Point] - points [Point - 2];
glNormal3f (two.Z * three.Y - two.Y * three.Z,
two.X * three.Z - two.Z * three.X,
two.Y * three.X - two.X * three.Y);
}
Vertex Cursor = points [Point];
glVertex3f (Cursor.X, Cursor.Y, Cursor.Z);
}
glEnd ();
glPopMatrix ();
return;
}
抱歉代码太多了!
困难在于我不知道问题出在我的身上:
gluPerspective
答案 0 :(得分:2)
我同意pwny。太多未经测试的代码。通常原因:
znear
或zfar
)glColor
检查出现了什么问题
GL_CULL_FACE,GL_DEPTH_TEST,GL_TEXTURE_1D,2D
,...灯光,素材,混合GL_PROJECTION
),相机和模型(GL_MODELVIEW
)设置为已定义的状态(例如,单位矩阵)GL_QUAD
的情况下呈现GL_CULL_FACE
在正确的位置和大小,以便显示成功后将投影矩阵设置为透视
调整znear,zfar
和四位置以匹配您的场景
用您的多维数据集替换四元组
PS。也好主意是检查glerrors(可能是完全错误的东西)
答案 1 :(得分:1)
主要问题是我没有正确启用GL_LIGHTING
。