OpenGL圈没有出现吗?

k4ymrczo  于 2022-09-26  发布在  其他
关注(0)|答案(1)|浏览(156)

我正试着画一个圆,但由于某种原因,它没有出现。

以下是我的圆圈数据代码:


# define M_PI 3.1415926535

# define NUMBER_OF_VERTICES 16

    const float radius = 0.5f;
    std::vector<float> buffer;

    for (double i = 0; i < 2 * M_PI; i += 2 * M_PI / NUMBER_OF_VERTICES)
    {
        buffer.push_back(cos(i) * radius);
        buffer.push_back(sin(i) * radius);
        buffer.push_back(0.0f);
    }

    unsigned int circleVBO;
    glGenBuffers(1, &circleVBO);
    unsigned int circleVAO;
    glGenVertexArrays(1, &circleVAO);

    glBindVertexArray(circleVAO);
    glBindBuffer(GL_ARRAY_BUFFER, circleVBO);

    glBufferData(GL_ARRAY_BUFFER, buffer.size() * sizeof(float), buffer.data(), GL_STATIC_DRAW);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), buffer.data());
    glEnableVertexAttribArray(0);

这是我画圆时的代码:

glBindVertexArray(circleVAO);
glDrawArrays(GL_TRIANGLE_FAN, 0, NUMBER_OF_VERTICES);
glBindVertexArray(0);

以下是整个CPP文件,以供参考:


# include <glad/glad.h>

# include <glfw/glfw3.h>

# include <glm/glm.hpp>

# include <glm/gtc/matrix_transform.hpp>

# include <glm/gtc/type_ptr.hpp>

# include <vector>

# include "Shader.h"

const int windowWidth = 800;
const int windowHeight = 600;

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);

void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    glViewport(0, 0, width, height);
}

void processInput(GLFWwindow* window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}

int main()
{
    // Initialize
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

    // Create window
    GLFWwindow* window = glfwCreateWindow(windowWidth, windowHeight, "Learning OpenGL", NULL, NULL);
    if (!window)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);

    // Initialize glad
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    // Viewport
    glViewport(0, 0, windowWidth, windowHeight);

    // Window resize callback
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    // Shader setup
    Shader shader("./Shaders/shader.vert", "./Shaders/shader.frag");

    // Circle data setup

# define M_PI 3.1415926535

# define NUMBER_OF_VERTICES 16

    const float radius = 0.5f;
    std::vector<float> buffer;
    for (double i = 0; i < 2 * M_PI; i += 2 * M_PI / NUMBER_OF_VERTICES)
    {
        buffer.push_back(cos(i) * radius);
        buffer.push_back(sin(i) * radius);
        buffer.push_back(0.0f);
    }
    unsigned int circleVBO;
    glGenBuffers(1, &circleVBO);
    unsigned int circleVAO;
    glGenVertexArrays(1, &circleVAO);
    glBindVertexArray(circleVAO);
    glBindBuffer(GL_ARRAY_BUFFER, circleVBO);
    glBufferData(GL_ARRAY_BUFFER, buffer.size() * sizeof(float), buffer.data(), GL_STATIC_DRAW);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), buffer.data());
    glEnableVertexAttribArray(0);

    // Matrix transform
    glm::vec2 position = { 0.0f, 0.0f };
    float rotation = 0.0f;
    glm::vec2 scale = { 20.0f, 20.0f };
    glm::mat4 projection = glm::ortho(-800.0f, 800.0f, -600.0f, 600.0f, 0.1f, 100.0f);
    glm::mat4 view = glm::lookAt(glm::vec3{ 0.0f, 0.0f, 5.0f }, glm::vec3{ 0.0f, 0.0f, 0.0f }, glm::vec3{ 0.0f, 1.0f, 0.0f });
    glm::mat4 trans = glm::mat4(1.0f);
    trans = glm::translate(trans, glm::vec3(position.x, position.y, 0.0f));
    trans = glm::rotate(trans, glm::radians(rotation), glm::vec3(0.0f, 0.0f, 1.0f));
    trans = glm::scale(trans, glm::vec3(scale.x, scale.y, 1.0f));
    trans = projection * view * trans;
    shader.use();
    glUniformMatrix4fv(glGetUniformLocation(shader.ID, "transform"), 1, GL_FALSE, glm::value_ptr(trans));

    // Main loop
    while (!glfwWindowShouldClose(window))
    {
        // Input processing
        processInput(window);

        // Pre-draw
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        // Use shader
        shader.use();

        // Draw
        glBindVertexArray(circleVAO);
        glDrawArrays(GL_TRIANGLE_FAN, 0, NUMBER_OF_VERTICES);
        glBindVertexArray(0);

        // Post-draw
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glfwTerminate();
    return 0;
}

在运行程序方面,窗口以预期的背景透明颜色显示,但没有其他颜色。

rqcrx0a6

rqcrx0a61#

1.主要问题是glVertex AttribPointer的最后一个参数应该是0或(void*)0。
1.第二个问题是半径太小,无法进行正交投影。将其从0.5F增加应该会使该圆可见。

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