引擎测试:在屏幕上渲染多维数据集(OpenGL)

时间:2012-02-06 05:23:22

标签: c++ opengl graphics rendering

首先,我想说明我在这里所做的只是试图测试我的OpenGL知识的能力,仅此而已。

以下代码表示无限循环,它可以在屏幕上渲染立方体,然后将其保存在静态投影中。无论出于何种原因,它拒绝展示。最重要的是,我得到的背景颜色是黑色,而不是背景颜色为白色。

代码

MainLoop语句

const int FIELD_OF_VIEW_Y = 60;

        glMatrixMode( GL_PROJECTION );
        glLoadIdentity();

        gluPerspective( FIELD_OF_VIEW_Y, 640.0 / 480.0, 1.0, 1028 );

        glMatrixMode( GL_MODELVIEW );

        glTranslatef( 0.0, 0.0, -2.0f );

        Vector3f cam( 0, 0, 0 );

        QPoint3F position( 3, 3, 3 );

        const double CUBE_SIZE = 1;

        while( true )
        {
            while( SDL_PollEvent( mEvent ) )
            {
                TestCubeRender( CUBE_SIZE, cam, position );
                mControls->DoKeyHandling( mEvent );
                mCamera->ReceiveInput( mEvent->key );
                mCamera->UpdateCamera();
            }
        }

TestCubeRender

void TestCubeRender( const double size, const Vector3f& cameraPos, const QPoint3F& position)
    {   
        glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );

        glClearColor( 1, 1, 1, 1 );

        int x1 = 0, x2 = 0;
        int y1 = 0, y2 = 0;
        int z1 = 0, z2 = 0;

        x1 = ( position.x() - size );
        x2 = position.x() + size;

        y1 = ( position.y() - size );
        y2 = position.y() + size;

        z1 = ( position.z() - size );
        z2 = position.z() + size;

        qreal camZ = cameraPos.Z;
        qreal camY = cameraPos.Y;
        qreal camX = cameraPos.X;

        glMatrixMode( GL_PROJECTION );

        //glOrtho( 0.0, 0.0, 0.0, 0.0, 0.0, 0.0 );

        glMatrixMode( GL_MODELVIEW );
        glPushMatrix();

        //glTranslatef( 0.0, 0.0, -10.0 );

        /*
         * if axis > mCamera.axis; then normal3f -1.0 on the axis.
         *      axis point is axis1
         * else if axis < mCamera.axis; then nomral3f 1.0 on the axis.
         *      axis point is axis2
         */

        /* Pattern: one axis is written twice, with the other variant of the same axis written twice as well, then the
         * order at which those axes are written is flipped, yet still following the same pattern.
         * Pattern2: one type of axis is still written twice, and the other group of the same axis written twice as well,
         * the only difference being that the first group is written once, with the next group written twice, and then that
         * first group written once again. The third axis type is written using one type, depending on the camera comparisons.
         */

        glBegin( GL_QUADS );

        glColor4f( 1.0, 0, 1, 1 );

        if ( z1 <= camZ )
        {
            glNormal3f( 0.0, 0.0, -1.0 );
            glVertex3i( x1, y1, z1 ); //1
            glVertex3i( x1, y2, z1 ); //1
            glVertex3i( x2, y2, z1 ); //1
            glVertex3i( x2, y1, z1 ); //1
        }

        if ( z2 >= camZ )
        {
            glNormal3f( 0.0, 0.0, 1.0 );
            glVertex3i( x2, y1, z2 ); //2
            glVertex3i( x2, y2, z2 ); //2
            glVertex3i( x1, y2, z2 ); //2
            glVertex3i( x1, y1, z2 ); //2
        }

        glColor4f( 0, 1, 0, 1 );

        if ( y1 >= camY )
        {
            glNormal3f( 0.0, -1.0, 0.0 );
            glVertex3i( x2, y1, z1 );
            glVertex3i( x2, y1, z2 );
            glVertex3i( x1, y1, z2 );
            glVertex3i( x1, y1, z1 );
        }

        if ( y2 <= camY )
        {
            glNormal3f( 0.0, 1.0, 0.0 );
            glVertex3i( x1, y2, z1 );
            glVertex3i( x1, y2, z2 );
            glVertex3i( x2, y2, z2 );
            glVertex3i( x2, y2, z1 );
        }

        glColor4f( 1, 0, 0, 1 );

        if ( x1 >= camX )
        {
            glNormal3f( -1.0, 0.0, 0.0 );
            glVertex3i( x1, y1, z1 );
            glVertex3i( x1, y1, z2 );
            glVertex3i( x1, y2, z2 );
            glVertex3i( x1, y2, z1 );
        }

        if ( x2 <= camX )
        {
            glNormal3f( 1.0, 0.0, 0.0 );
            glVertex3i( x2, y2, z1 );
            glVertex3i( x2, y2, z2 );
            glVertex3i( x2, y1, z2 );
            glVertex3i( x2, y1, z1 );
        }

        glEnd();

        glPopMatrix();
    }

我调试和调试了很多次。我知道这些值至少应该显示某些东西。如果我甚至可以看到我的背景颜色变化,我至少知道正在做的事情。 我该怎么办?

1 个答案:

答案 0 :(得分:2)

缺少两件事:将视口(glViewport)设置为窗口内部大小。渲染后交换缓冲区(SDL_GL_SwapBuffers)。