C ++ OpenGL,GLFW绘制一个简单的立方体

时间:2014-06-04 15:02:28

标签: c++ opengl glfw

所以,我试图在openGL和GLFW中绘制一个简单的多维数据集。

在下面的代码中,我可以绘制立方体,但它只是一个简单的矩形。这里发生了什么?

我尝试过“glTransformf(0,0,-10);”但是如果我做的事情少于-2,那么立方体会消失。在-2,正面出现。在默认位置0,我可以看到立方体的背面。

另外,当我尝试旋转它时,显示的所有内容都是一个从窗口顶部移动到底部的矩形。看起来很奇怪。

任何人都可以帮我找出程序这样做的原因吗?

#if defined(_WIN32) || defined(_WIN64)
#include <windows.h>
#endif

#include <stdio.h>
#include <stdlib.h>
#include <iostream>
#include <fstream>

#define GLEW_STATIC
#include <GL/glew.h>
#include <GL/gl.h>
#include <GLFW/glfw3.h>

const char* gameTitle = "TEST";
GLFWwindow* window;

GLfloat vertices[] =
{
-1, -1, -1,   -1, -1,  1,   -1,  1,  1,   -1,  1, -1,
 1, -1, -1,    1, -1,  1,    1,  1,  1,    1,  1, -1,
-1, -1, -1,   -1, -1,  1,    1, -1,  1,    1, -1, -1,
-1,  1, -1,   -1,  1,  1,    1,  1,  1,    1,  1, -1,
-1, -1, -1,   -1,  1, -1,    1,  1, -1,    1, -1, -1,
-1, -1,  1,   -1,  1,  1,    1,  1,  1,    1, -1,  1
};

GLfloat colors[] =
{
0, 0, 0,   0, 0, 1,   0, 1, 1,   0, 1, 0,
1, 0, 0,   1, 0, 1,   1, 1, 1,   1, 1, 0,
0, 0, 0,   0, 0, 1,   1, 0, 1,   1, 0, 0,
0, 1, 0,   0, 1, 1,   1, 1, 1,   1, 1, 0,
0, 0, 0,   0, 1, 0,   1, 1, 0,   1, 0, 0,
0, 0, 1,   0, 1, 1,   1, 1, 1,   1, 0, 1
};

static void controls(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if(action == GLFW_PRESS)
    if(key == GLFW_KEY_ESCAPE)
        glfwSetWindowShouldClose(window, GL_TRUE);
}

bool initWindow(const int resX, const int resY)
{
if(!glfwInit())
{
    fprintf(stderr, "Failed to initialize GLFW\n");
    return false;
}
glfwWindowHint(GLFW_SAMPLES, 4); // 4x antialiasing

// Open a window and create its OpenGL context
window = glfwCreateWindow(resX, resY, gameTitle, NULL, NULL);

if(window == NULL)
{
    fprintf(stderr, "Failed to open GLFW window.\n");
    glfwTerminate();
    return false;
}

glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, controls);

// Get info of GPU and supported OpenGL version
printf("Renderer: %s\n", glGetString(GL_RENDERER));
printf("OpenGL version supported %s\n", glGetString(GL_VERSION));

glEnable(GL_DEPTH_TEST); // Depth Testing
glDepthFunc(GL_LEQUAL);
glDisable(GL_CULL_FACE);
glCullFace(GL_BACK);
return true;
}

static void drawCube()
{
static float alpha = 0;
glMatrixMode(GL_PROJECTION_MATRIX);
glLoadIdentity();
glTranslatef(0,0,-2);
glMatrixMode(GL_MODELVIEW_MATRIX);
//attempt to rotate cube
//glRotatef(alpha, 1, 0, 0);

/* We have a color array and a vertex array */
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glColorPointer(3, GL_FLOAT, 0, colors);

/* Send data : 24 vertices */
glDrawArrays(GL_QUADS, 0, 24);

/* Cleanup states */
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
alpha += 0.1;
}

static void display()
{
glClearColor(0.0, 0.8, 0.3, 1.0);
while(!glfwWindowShouldClose(window))
{
    // Draw stuff
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    drawCube();

    // Update Screen
    //glFlush();
    glfwSwapBuffers(window);

    // Check for any input, or window movement
    glfwPollEvents();

    // Scale to window size
    GLint windowWidth, windowHeight;
    glfwGetWindowSize(window, &windowWidth, &windowHeight);
    glViewport(0, 0, windowWidth, windowHeight);
}
}

int main(int argc, char** argv)
{
if(initWindow(1024, 620))
{
    display();
}
printf("Goodbye!\n");
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}

2 个答案:

答案 0 :(得分:7)

  1. 全球比赛很糟糕。
  2. 您从未设置(有意义的)投影矩阵。
  3. Abuse not the projection matrix stack
  4. 不要将您的矩阵设置为drawCube(),单一责任原则以及所有这些。
  5. 在尝试绘制之前设置您的视口
  6. C ++有c - C标头的前缀版本(stdio.h - &gt; cstdio)。请改用它们。
  7. 所有在一起:

    #include <GL/glew.h>
    #include <GLFW/glfw3.h>
    
    #include <cstdio>
    
    void controls(GLFWwindow* window, int key, int scancode, int action, int mods)
    {
        if(action == GLFW_PRESS)
            if(key == GLFW_KEY_ESCAPE)
                glfwSetWindowShouldClose(window, GL_TRUE);
    }
    
    GLFWwindow* initWindow(const int resX, const int resY)
    {
        if(!glfwInit())
        {
            fprintf(stderr, "Failed to initialize GLFW\n");
            return NULL;
        }
        glfwWindowHint(GLFW_SAMPLES, 4); // 4x antialiasing
    
        // Open a window and create its OpenGL context
        GLFWwindow* window = glfwCreateWindow(resX, resY, "TEST", NULL, NULL);
    
        if(window == NULL)
        {
            fprintf(stderr, "Failed to open GLFW window.\n");
            glfwTerminate();
            return NULL;
        }
    
        glfwMakeContextCurrent(window);
        glfwSetKeyCallback(window, controls);
    
        // Get info of GPU and supported OpenGL version
        printf("Renderer: %s\n", glGetString(GL_RENDERER));
        printf("OpenGL version supported %s\n", glGetString(GL_VERSION));
    
        glEnable(GL_DEPTH_TEST); // Depth Testing
        glDepthFunc(GL_LEQUAL);
        glDisable(GL_CULL_FACE);
        glCullFace(GL_BACK);
        return window;
    }
    
    void drawCube()
    {
        GLfloat vertices[] =
        {
            -1, -1, -1,   -1, -1,  1,   -1,  1,  1,   -1,  1, -1,
            1, -1, -1,    1, -1,  1,    1,  1,  1,    1,  1, -1,
            -1, -1, -1,   -1, -1,  1,    1, -1,  1,    1, -1, -1,
            -1,  1, -1,   -1,  1,  1,    1,  1,  1,    1,  1, -1,
            -1, -1, -1,   -1,  1, -1,    1,  1, -1,    1, -1, -1,
            -1, -1,  1,   -1,  1,  1,    1,  1,  1,    1, -1,  1
        };
    
        GLfloat colors[] =
        {
            0, 0, 0,   0, 0, 1,   0, 1, 1,   0, 1, 0,
            1, 0, 0,   1, 0, 1,   1, 1, 1,   1, 1, 0,
            0, 0, 0,   0, 0, 1,   1, 0, 1,   1, 0, 0,
            0, 1, 0,   0, 1, 1,   1, 1, 1,   1, 1, 0,
            0, 0, 0,   0, 1, 0,   1, 1, 0,   1, 0, 0,
            0, 0, 1,   0, 1, 1,   1, 1, 1,   1, 0, 1
        };
    
        static float alpha = 0;
        //attempt to rotate cube
        glRotatef(alpha, 0, 1, 0);
    
        /* We have a color array and a vertex array */
        glEnableClientState(GL_VERTEX_ARRAY);
        glEnableClientState(GL_COLOR_ARRAY);
        glVertexPointer(3, GL_FLOAT, 0, vertices);
        glColorPointer(3, GL_FLOAT, 0, colors);
    
        /* Send data : 24 vertices */
        glDrawArrays(GL_QUADS, 0, 24);
    
        /* Cleanup states */
        glDisableClientState(GL_COLOR_ARRAY);
        glDisableClientState(GL_VERTEX_ARRAY);
        alpha += 1;
    }
    
    void display( GLFWwindow* window )
    {
        while(!glfwWindowShouldClose(window))
        {
            // Scale to window size
            GLint windowWidth, windowHeight;
            glfwGetWindowSize(window, &windowWidth, &windowHeight);
            glViewport(0, 0, windowWidth, windowHeight);
    
            // Draw stuff
            glClearColor(0.0, 0.8, 0.3, 1.0);
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
            glMatrixMode(GL_PROJECTION_MATRIX);
            glLoadIdentity();
            gluPerspective( 60, (double)windowWidth / (double)windowHeight, 0.1, 100 );
    
            glMatrixMode(GL_MODELVIEW_MATRIX);
            glTranslatef(0,0,-5);
    
            drawCube();
    
            // Update Screen
            glfwSwapBuffers(window);
    
            // Check for any input, or window movement
            glfwPollEvents();
        }
    }
    
    int main(int argc, char** argv)
    {
        GLFWwindow* window = initWindow(1024, 620);
        if( NULL != window )
        {
            display( window );
        }
        glfwDestroyWindow(window);
        glfwTerminate();
        return 0;
    }
    

答案 1 :(得分:3)

我相信你的问题在于你基本上使用的是正交投影,或者肯定是不是透视的东西,这将使立方体更多地使用&#34; 3D&#34;外表我认为你正在寻找。

尝试以下内容设置正确的透视投影矩阵:

glMatrixMode(GL_PROJECTION_MATRIX);
glLoadIdentity();
gluPerspective(45, windowWidth / windowHeight, 0.1f, 100.0f);

// Draw calls.