我正在尝试在同一屏幕上显示一个球体和一个圆环,但似乎是“ glutInitDisplayMode”导致我只显示一个。
当我将其保留为glutInitDisplayMode(GLUT_SINGLE | GLUT_RGBA |GLUT_DEPTH)
时,就会显示圆环。
当我将其设置为glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH)
时,将显示球体。我该怎么做才能显示两者?
渲染代码如下:
static void render(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
// clear the drawing buffer.
glClear(GL_COLOR_BUFFER_BIT);
// clear the identity matrix.
glLoadIdentity();
glTranslatef(0.0, 0.0, -5.0);
glColor3f(0.0, 0.0, 0.0);
glRotatef(zRotated, 0.0, 0.0, 1.0);
// scaling transfomation
glScalef(1.0, 1.0, 1.0);
// built-in (glut library) function , draw you a sphere.
glutSolidTorus(innerRadius, outerRadius, sides, rings);
// Flush buffers to screen
glFlush();
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// activate our shader program
glUseProgram(programId);
// turn on depth buffering
glEnable(GL_DEPTH_TEST);
float aspectRatio = (float)width / (float)height;
glm::mat4 projection = glm::perspective(glm::radians(45.0f), aspectRatio, 0.1f, 1000.0f);
// view matrix - orient everything around our preferred view
glm::mat4 view = glm::lookAt(
glm::vec3(40,30,30), // eye/camera location
glm::vec3(0,0,0), // where to look
glm::vec3(0,1,0) // up
);
// model matrix: translate, scale, and rotate the model
glm::vec3 rotationAxis(0,1,0);
glm::mat4 model = glm::mat4(1.0f);
model = glm::rotate(model, glm::radians(angle), glm::vec3(0, 1, 0)); // rotate about the y-axis
model = glm::scale(model, glm::vec3(25.0f, 25.0f, 25.0f));
// model-view-projection matrix
glm::mat4 mvp = projection * view * model;
GLuint mvpMatrixId = glGetUniformLocation(programId, "MVP");
glUniformMatrix4fv(mvpMatrixId, 1, GL_FALSE, &mvp[0][0]);
// texture sampler - a reference to the texture we've previously created
// send the texture id to the texture sampler
GLuint textureUniformId = glGetUniformLocation(programId, "textureSampler");
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureId);
glUniform1i(textureUniformId, 0);
// find the names (ids) of each vertex attribute
GLint positionAttribId = glGetAttribLocation(programId, "position");
GLint colourAttribId = glGetAttribLocation(programId, "colour");
GLint textureCoordsAttribId = glGetAttribLocation(programId, "textureCoords");
GLint normalAttribId = glGetAttribLocation(programId, "normal");
// provide the vertex positions to the shaders
glBindBuffer(GL_ARRAY_BUFFER, positions_vbo);
glEnableVertexAttribArray(positionAttribId);
glVertexAttribPointer(positionAttribId, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
// provide the vertex texture coordinates to the shaders
glBindBuffer(GL_ARRAY_BUFFER, textureCoords_vbo);
glEnableVertexAttribArray(textureCoordsAttribId);
glVertexAttribPointer(textureCoordsAttribId, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
// provide the vertex normals to the shaders
glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
glEnableVertexAttribArray(normalAttribId);
glVertexAttribPointer(normalAttribId, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
// draw the triangles
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glDrawElements(GL_TRIANGLES, numVertices, GL_UNSIGNED_INT, (void*)0);
// disable the attribute arrays
glDisableVertexAttribArray(positionAttribId);
glDisableVertexAttribArray(textureCoordsAttribId);
glDisableVertexAttribArray(normalAttribId);
glDisableVertexAttribArray(colourAttribId);
// make the draw buffer to display buffer (i.e. display what we have drawn)
glutSwapBuffers();
}
答案 0 :(得分:2)
glutSolidTorus
通过使用固定功能属性绘制圆环。为此,兼容性配置文件OpenGL Context是必不可少的。
glutSolidTorus
与您的着色器程序不兼容。在glutSolidTorus
之前使当前安装的程序无效:
glUseProgram(0);
glutSolidTorus(innerRadius, outerRadius, sides, rings);
请注意,OpenGL是状态引擎。如果已安装程序,则将保留该程序,直到安装了另一个程序或该程序无效为止,甚至超出了框架。在您看来,在第一帧中这不是问题,但是当调用glutSolidTorus
时,它仍会安装在第二帧的开头。
如果您使用双缓冲窗口(GLUT_DOUBLE
),则必须调用glutSwapBuffers
。 glutSwapBuffers
交换缓冲区。在窗口中显示显示了绘制缓冲区。在窗口中显示 show 的缓冲区已准备好在下一帧中绘制。
在一个缓冲的窗口中,您可以执行glFlush
。这将强制OpenGL完成绘图。由于绘制到的缓冲区是相同的,因此显示在窗口上,因此导致绘制到缓冲区的所有内容都立即显示在窗口中。
将glFlush
函数的中间的render
调用移至其结尾,就在glutSwapBuffers
之前:
void render()
{
// ...
glUseProgram(0);
glutSolidTorus(innerRadius, outerRadius, sides, rings);
// glFlush(); <---- delete
// ...
glUseProgram(programId);
// ...
glDrawElements(GL_TRIANGLES, numVertices, GL_UNSIGNED_INT, (void*)0);
// ...
glFlush();
glutSwapBuffers();
}