C++ 运行时显示空白屏幕,无错误
运行代码,没有错误。出现一个空白屏幕。在编辑这段代码后,我看不出哪里出错了 试图整合一个由4颗行星和1个太阳组成的行星系统。程序正在运行并显示系统,但一旦我编辑了这段代码。它变成了空白屏幕 planetsystem.cppC++ 运行时显示空白屏幕,无错误,c++,opengl,glfw,glm-math,C++,Opengl,Glfw,Glm Math,运行代码,没有错误。出现一个空白屏幕。在编辑这段代码后,我看不出哪里出错了 试图整合一个由4颗行星和1个太阳组成的行星系统。程序正在运行并显示系统,但一旦我编辑了这段代码。它变成了空白屏幕 planetsystem.cpp #include <string> using namespace std; // to avoid having to use std:: #define GLEW_STATIC // include GLEW as a static libra
#include <string>
using namespace std; // to avoid having to use std::
#define GLEW_STATIC // include GLEW as a static library
#include <GLEW/glew.h> // include GLEW
#include <GLFW/glfw3.h> // include GLFW (which includes the OpenGL header)
#include <glm/glm.hpp> // include GLM (ideally should only use the GLM headers that are actually used)
#include <glm/gtx/transform.hpp>
using namespace glm; // to avoid having to use glm::
#include "shader.h"
#include "camera.h"
#define PI 3.14159265
#define MAX_SLICES 50
#define MIN_SLICES 8
#define MAX_VERTICES (MAX_SLICES+2)*3 // a triangle fan should have a minimum of 3 vertices
#define CIRCLE_RADIUS 3.0
#define WINDOW_WIDTH 1000
#define WINDOW_HEIGHT 1000
// struct for vertex attributes
struct Vertex
{
GLfloat position[3];
GLfloat color[3];
};
// global variables
GLfloat g_vertices_circle[MAX_VERTICES] = {
0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f
};
GLfloat g_colors_circle[MAX_VERTICES] = {
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f
};
GLuint g_slices = MAX_SLICES; // number of circle slices
Vertex g_vertices[] = {
// vertex 1
-0.5f, 0.5f, 0.5f, // position
1.0f, 0.0f, 1.0f, // colour
// vertex 2
-0.5f, -0.5f, 0.5f, // position
1.0f, 0.0f, 0.0f, // colour
// vertex 3
0.5f, 0.5f, 0.5f, // position
1.0f, 1.0f, 1.0f, // colour
// vertex 4
0.5f, -0.5f, 0.5f, // position
1.0f, 1.0f, 0.0f, // colour
// vertex 5
-0.5f, 0.5f, -0.5f, // position
0.0f, 0.0f, 1.0f, // colour
// vertex 6
-0.5f, -0.5f, -0.5f,// position
0.0f, 0.0f, 0.0f, // colour
// vertex 7
0.5f, 0.5f, -0.5f, // position
0.0f, 1.0f, 1.0f, // colour
// vertex 8
0.5f, -0.5f, -0.5f, // position
0.0f, 1.0f, 0.0f, // colour
};
GLuint g_indices[] = {
0, 1, 2, // triangle 1
2, 1, 3, // triangle 2
4, 5, 0, // triangle 3
0, 5, 1, // ...
2, 3, 6,
6, 3, 7,
4, 0, 6,
6, 0, 2,
1, 5, 3,
3, 5, 7,
5, 4, 7,
7, 4, 6, // triangle 12
};
GLuint g_IBO = 0; // index buffer object identifier
GLuint g_VBO[3]; // vertex buffer object identifier
GLuint g_VAO[2]; // vertex array object identifier
GLuint g_shaderProgramID = 0; // shader program identifier
GLuint g_MVP_Index = 0; // location in shader
GLuint g_alphaIndex; // for transparency of 4th planet
glm::mat4 g_modelMatrix[5]; // planets object model matrices
glm::mat4 g_modelMatrixCircle[5];// circle model matrices
glm::mat4 g_modelMatrixSubPlanets[5];// object matrices for sub-planets (moon, disc etc)
glm::mat4 g_viewMatrix; // view matrix
glm::mat4 g_projectionMatrix; // projection matrix
Camera g_camera; // camera
float g_orbitSpeed[5] = { 0.3f, 0.5f, 0.4f, 0.2f, 0.1f }; // for speed of rotation around sun
float g_rotationSpeed[5] = { 0.07f, 0.7f, 3.0f, 5.0f, 1.0f }; // for speed of rotation on own axis
float g_scaleSize[5] = { 0.5f, 0.5f, 0.5f, 0.5f, 0.5f }; // for scaling the orbiting planets
float g_axisOfRotation[5] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, }; // for offsetting the axis of rotation
float g_alpha = 0.5f; // transparency of 4th planet
bool g_enableAnimation = true;
void generate_circle()
{
float angle = PI * 2 / static_cast<float>(g_slices); // used to generate x and y coordinates
float scale_factor = static_cast<float>(WINDOW_HEIGHT) / WINDOW_WIDTH; // scale to make it a circle instead of an elipse
int index = 0; // vertex index
g_vertices_circle[3] = CIRCLE_RADIUS * scale_factor; // set x coordinate of vertex 1
// generate vertex coordinates for triangle fan
for (int i = 2; i < g_slices + 2; i++)
{
// multiply by 3 because a vertex has x, y, z coordinates
index = i * 3;
g_vertices_circle[index] = CIRCLE_RADIUS * cos(angle) * scale_factor;
g_vertices_circle[index + 1] = CIRCLE_RADIUS * sin(angle);
g_vertices_circle[index + 2] = 0.0f;
//Color for edges. See stackoverflow
g_colors_circle[index] = 1.0f;
g_colors_circle[index + 1] = 0.0f;
g_colors_circle[index + 2] = 0.0f;
// update to next angle
angle += PI * 2 / static_cast<float>(g_slices);
}
// Gets rid of line from middle of circle
g_vertices_circle[0] = g_vertices_circle[3];
g_vertices_circle[1] = g_vertices_circle[4];
g_vertices_circle[2] = g_vertices_circle[5];
}
static void init(GLFWwindow* window)
{
glClearColor(0.0, 0.0, 0.0, 1.0); // set clear background colour
glEnable(GL_DEPTH_TEST); // enable depth buffer test
glEnable(GL_BLEND);
glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);
// create and compile our GLSL program from the shader files
g_shaderProgramID = loadShaders("MVP_VS.vert", "ColorFS.frag");
// find the location of shader variables
GLuint positionIndex = glGetAttribLocation(g_shaderProgramID, "aPosition");
GLuint colorIndex = glGetAttribLocation(g_shaderProgramID, "aColor");
g_MVP_Index = glGetUniformLocation(g_shaderProgramID, "uModelViewProjectionMatrix");
g_alphaIndex = glGetUniformLocation(g_shaderProgramID, "uAlpha");
// initialise model matrix to the identity matrix
g_modelMatrix[0] = g_modelMatrix[1] = g_modelMatrix[2] = g_modelMatrix[3] = g_modelMatrix[4] = glm::mat4(1.0f);
g_modelMatrixCircle[0] = g_modelMatrixCircle[1] = g_modelMatrixCircle[2] = g_modelMatrixCircle[3] = g_modelMatrixCircle[4] = glm::mat4(1.0f);
g_modelMatrixSubPlanets[2] = g_modelMatrixSubPlanets[3] = glm::mat4(1.0f);;
// set camera's view matrix
g_camera.setViewMatrix(glm::vec3(0, 3, 14), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));
int width, height;
glfwGetFramebufferSize(window, &width, &height);
float aspectRatio = static_cast<float>(width) / height;
// set camera's projection matrix
g_camera.setProjectionMatrix(g_projectionMatrix);
// initialise projection matrix
g_projectionMatrix = glm::perspective(45.0f, aspectRatio, 0.1f, 100.0f);
// generate identifier for VBO and copy data to GPU
glGenBuffers(1, &g_VBO[0]);
glBindBuffer(GL_ARRAY_BUFFER, g_VBO[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertices), g_vertices, GL_STATIC_DRAW);
// generate identifier for IBO and copy data to GPU
glGenBuffers(1, &g_IBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_IBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(g_indices), g_indices, GL_STATIC_DRAW);
// generate identifiers for VAO
glGenVertexArrays(1, &g_VAO[0]);
// create VAO and specify VBO data
glBindVertexArray(g_VAO[0]);
glBindBuffer(GL_ARRAY_BUFFER, g_VBO[0]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_IBO);
// interleaved attributes
glVertexAttribPointer(positionIndex, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, position)));
glVertexAttribPointer(colorIndex, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, color)));
glEnableVertexAttribArray(positionIndex); // enable vertex attributes
glEnableVertexAttribArray(colorIndex);
/*------------------------Circle----------------------*/
// generate vertices of triangle fan
generate_circle();
// create VBO and buffer the data
glGenBuffers(1, &g_VBO[1]);
glBindBuffer(GL_ARRAY_BUFFER, g_VBO[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * (g_slices + 2), g_vertices_circle, GL_STATIC_DRAW);
glGenBuffers(1, &g_VBO[2]);
glBindBuffer(GL_ARRAY_BUFFER, g_VBO[2]);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 3 * (g_slices + 2), g_colors_circle, GL_STATIC_DRAW);
// create VAO and specify VBO data
glGenVertexArrays(1, &g_VAO[1]);
glBindVertexArray(g_VAO[1]);
glBindBuffer(GL_ARRAY_BUFFER, g_VBO[1]);
glVertexAttribPointer(positionIndex, 3, GL_FLOAT, GL_FALSE, 0, 0); // specify the form of the data
glBindBuffer(GL_ARRAY_BUFFER, g_VBO[2]);
glVertexAttribPointer(colorIndex, 3, GL_FLOAT, GL_FALSE, 0, 0); // specify the form of the data
glEnableVertexAttribArray(positionIndex); // enable vertex attributes
glEnableVertexAttribArray(colorIndex);
/*----------------------------------------------------*/
}
//Generates a random value between 0.1 and 0.9
double generateRandomFloat(float min, float max)
{
return min + static_cast <float> (rand()) / (static_cast <float> (RAND_MAX / (max - min)));
}
// function used to update the scene
static void update_scene()
{
// static variables for rotation angles
static float orbitAngle[5] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, };
static float rotationAngle[5] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
float scaleFactor = 0.05;
orbitAngle[0] += g_orbitSpeed[0] * scaleFactor;
orbitAngle[1] += g_orbitSpeed[1] * scaleFactor;
orbitAngle[2] += g_orbitSpeed[2] * scaleFactor;
orbitAngle[3] += g_orbitSpeed[3] * scaleFactor;
orbitAngle[4] += g_orbitSpeed[4] * scaleFactor;
// update rotation angles
rotationAngle[0] += g_rotationSpeed[0] * scaleFactor;
rotationAngle[1] += g_rotationSpeed[1] * scaleFactor;
rotationAngle[2] += g_rotationSpeed[2] * scaleFactor;
rotationAngle[3] += g_rotationSpeed[3] * scaleFactor;
rotationAngle[4] += g_rotationSpeed[4] * scaleFactor;
// update model matrix (planets)
g_modelMatrix[0] = glm::rotate(rotationAngle[0], glm::vec3(0.0f, 1.0f, 0.0f));
g_modelMatrix[1] = glm::translate(glm::vec3(g_axisOfRotation[1], 0.0f, 0.0f)) //moves the axis of rotation along x-axis
* glm::rotate(orbitAngle[1], glm::vec3(0.0f, 1.0f, 0.0f))
* glm::translate(glm::vec3(2.0f, 0.0f, 0.0f))
* glm::rotate(rotationAngle[1], glm::vec3(0.0f, -1.0f, 0.0f)) //enables rotation on own axis. try comment
* glm::rotate(glm::radians(45.0f), glm::vec3(1.0f, 0.0f, 0.0f)) //rotates into a diamond shape
* glm::rotate(glm::radians(45.0f), glm::vec3(0.0f, 0.0f, 1.0f)) //rotates into a diamond shape
* glm::scale(glm::vec3(g_scaleSize[1], g_scaleSize[1], g_scaleSize[1]));
g_modelMatrix[2] = glm::translate(glm::vec3(g_axisOfRotation[2], 0.0f, 0.0f))
* glm::rotate(orbitAngle[2], glm::vec3(0.0f, -1.0f, 0.0f))
* glm::translate(glm::vec3(4.0f, 0.0f, 0.0f))
* glm::rotate(rotationAngle[2], glm::vec3(0.0f, 1.0f, 0.0f))
* glm::scale(glm::vec3(g_scaleSize[2], g_scaleSize[2], g_scaleSize[2]));
g_modelMatrix[3] = glm::translate(glm::vec3(g_axisOfRotation[3], 0.0f, 0.0f))
* glm::rotate(orbitAngle[3], glm::vec3(0.0f, 1.0f, 0.0f))
* glm::translate(glm::vec3(6.0f, 0.0f, 0.0f))
* glm::rotate(rotationAngle[3], glm::vec3(0.0f, 1.0f, 0.0f))
* glm::scale(glm::vec3(g_scaleSize[3], g_scaleSize[3], g_scaleSize[3]));
g_modelMatrix[4] = glm::translate(glm::vec3(g_axisOfRotation[4], 0.0f, 0.0f))
* glm::rotate(orbitAngle[4], glm::vec3(0.0f, -1.0f, 0.0f)) // -y changes orbit to clock-wise
* glm::translate(glm::vec3(8.0f, 0.0f, 0.0f))
* glm::rotate(rotationAngle[4], glm::vec3(0.0f, -1.0f, 0.0f))
* glm::scale(glm::vec3(g_scaleSize[4], g_scaleSize[4], g_scaleSize[4]));
// update model matrix (orbit paths ie.circles)
g_modelMatrixCircle[1] = glm::translate(glm::vec3(g_axisOfRotation[1], 0.0f, 0.0f)) * glm::scale(glm::vec3(0.68f, 0.68f, 0.68f)) * glm::rotate(glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 0.0f));
g_modelMatrixCircle[2] = glm::translate(glm::vec3(g_axisOfRotation[2], 0.0f, 0.0f)) * glm::scale(glm::vec3(1.35f, 1.35f, 1.35f)) * glm::rotate(glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 0.0f));
g_modelMatrixCircle[3] = glm::translate(glm::vec3(g_axisOfRotation[3], 0.0f, 0.0f)) * glm::scale(glm::vec3(2.0f, 2.0f, 2.0f)) * glm::rotate(glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 0.0f));
g_modelMatrixCircle[4] = glm::translate(glm::vec3(g_axisOfRotation[4], 0.0f, 0.0f)) * glm::scale(glm::vec3(2.7f, 2.7f, 2.7f)) * glm::rotate(glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 0.0f));
// update model matrix (mini planets eg. moon)
g_modelMatrixSubPlanets[2] = glm::translate(glm::vec3(g_axisOfRotation[1], 0.0f, 0.0f))
* glm::scale(glm::vec3(0.35f, 0.35f, 0.35f))
* glm::rotate(glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 0.0f));
g_modelMatrixSubPlanets[3] = glm::translate(glm::vec3(g_axisOfRotation[3], 0.0f, 0.0f))
* glm::rotate(orbitAngle[3], glm::vec3(0.0f, 1.0f, 0.0f))
* glm::translate(glm::vec3(6.0f, 0.0f, 0.0f))
* glm::rotate(rotationAngle[3], glm::vec3(0.0f, 1.0f, 0.0f))
* glm::scale(glm::vec3(g_scaleSize[3], g_scaleSize[3], g_scaleSize[3]));
}
// function used to render the scene
static void render_scene()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear colour buffer and depth buffer
glUseProgram(g_shaderProgramID); // use the shaders associated with the shader program
glm::mat4 MVP = glm::mat4(1.0f); //ModelViewProjection matrix to be shared. Initialized to identity
//Circle 1
MVP = g_camera.getProjectionMatrix() * g_camera.getViewMatrix() * g_modelMatrixCircle[1];
glUniformMatrix4fv(g_MVP_Index, 1, GL_FALSE, &MVP[0][0]);
glBindVertexArray(g_VAO[1]); // make VAO active
glDrawArrays(GL_LINE_LOOP, 0, g_slices + 2); // display the vertices based on the primitive type
//Circle 2
MVP = g_camera.getProjectionMatrix() * g_camera.getViewMatrix() * g_modelMatrixCircle[2];
glUniformMatrix4fv(g_MVP_Index, 1, GL_FALSE, &MVP[0][0]);
glDrawArrays(GL_LINE_LOOP, 0, g_slices + 2); // display the vertices based on the primitive type
//Circle 3
MVP = g_camera.getProjectionMatrix() * g_camera.getViewMatrix() * g_modelMatrixCircle[3];
glUniformMatrix4fv(g_MVP_Index, 1, GL_FALSE, &MVP[0][0]);
glDrawArrays(GL_LINE_LOOP, 0, g_slices + 2); // display the vertices based on the primitive type
//Circle 4
MVP = g_camera.getProjectionMatrix() * g_camera.getViewMatrix() * g_modelMatrixCircle[4];;
glUniformMatrix4fv(g_MVP_Index, 1, GL_FALSE, &MVP[0][0]);
glDrawArrays(GL_LINE_LOOP, 0, g_slices + 2); // display the vertices based on the primitive type
// Circle for Object 2
MVP = g_camera.getProjectionMatrix() * g_camera.getViewMatrix() * g_modelMatrix[2] * g_modelMatrixSubPlanets[2];
glUniformMatrix4fv(g_MVP_Index, 1, GL_FALSE, &MVP[0][0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, g_slices + 2); // display the vertices based on the primitive type
glBindVertexArray(g_VAO[0]); // make VAO active
// Object 1
MVP = g_camera.getProjectionMatrix() * g_camera.getViewMatrix() * g_modelMatrix[0];
glUniformMatrix4fv(g_MVP_Index, 1, GL_FALSE, &MVP[0][0]);
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0); // display the vertices based on their indices and primitive type
// Object 2
MVP = g_camera.getProjectionMatrix() * g_camera.getViewMatrix() * g_modelMatrix[1];
glUniformMatrix4fv(g_MVP_Index, 1, GL_FALSE, &MVP[0][0]);
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0); // display the vertices based on their indices and primitive type
// Object 3
MVP = g_camera.getProjectionMatrix() * g_camera.getViewMatrix() * g_modelMatrix[2];
glUniformMatrix4fv(g_MVP_Index, 1, GL_FALSE, &MVP[0][0]);
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0); // display the vertices based on their indices and primitive type
// Object 4
MVP = g_camera.getProjectionMatrix() * g_camera.getViewMatrix() * g_modelMatrix[3];
glUniformMatrix4fv(g_MVP_Index, 1, GL_FALSE, &MVP[0][0]);
glUniform1fv(g_alphaIndex,1, &g_alpha);
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0); // display the vertices based on their indices and primitive type
// Object 5
MVP = g_camera.getProjectionMatrix() * g_camera.getViewMatrix() * g_modelMatrix[4];
glUniformMatrix4fv(g_MVP_Index, 1, GL_FALSE, &MVP[0][0]);
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0); // display the vertices based on their indices and primitive type
// Moon for Object 3
MVP = g_camera.getProjectionMatrix() * g_camera.getViewMatrix() * g_modelMatrixSubPlanets[3] * g_modelMatrix[4];
glUniformMatrix4fv(g_MVP_Index, 1, GL_FALSE, &MVP[0][0]);
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0); // display the vertices based on their indices and primitive type
glFlush(); // flush the pipeline
}
static void cursor_position_callback(GLFWwindow* window, double xpos, double ypos)
{
// variables to store mouse cursor coordinates
static double previous_xpos = xpos;
static double previous_ypos = ypos;
double delta_x = xpos - previous_xpos;
double delta_y = ypos - previous_ypos;
// pass mouse movement to camera class
g_camera.updateYaw(delta_x);
g_camera.updatePitch(delta_y);
// update previous mouse coordinates
previous_xpos = xpos;
previous_ypos = ypos;
}
// key press or release callback function
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
// quit if the ESCAPE key was press
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
{
// set flag to close the window
glfwSetWindowShouldClose(window, GL_TRUE);
return;
}
// toggle animation
else if (key == GLFW_KEY_P && action == GLFW_PRESS) {
static int count = 1;
if (count % 2 == 0)
g_enableAnimation = true;
else
g_enableAnimation = false;
count++;
}
// render in perspective view
else if (key == GLFW_KEY_1 && action == GLFW_PRESS) {
cout << "Perspective-View" << endl << endl;
// set camera's view matrix
g_camera.setViewMatrix(glm::vec3(0, 3, 14), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));
render_scene();
}
// render from top view
else if (key == GLFW_KEY_2 && action == GLFW_PRESS) {
cout << "Top-View" << endl << endl;
// set camera's view matrix
g_camera.setViewMatrix(glm::vec3(0, 15, 0), glm::vec3(0, 0, 0), glm::vec3(0, 0,-1));
render_scene();
}
// Randomize size, orbit speed, axis rotation speed of planets
else if (key == GLFW_KEY_R && action == GLFW_PRESS) {
// Randomize planet size
g_scaleSize[1] = generateRandomFloat(0.1, 0.75);
g_scaleSize[2] = generateRandomFloat(0.1, 0.75);
g_scaleSize[3] = generateRandomFloat(0.1, 0.75);
g_scaleSize[4] = generateRandomFloat(0.1, 0.75);
// Randomize speed of rotation (on planets own axis)
g_rotationSpeed[1] = generateRandomFloat(0.1, 2.0);
g_rotationSpeed[2] = generateRandomFloat(0.1, 2.0);
g_rotationSpeed[3] = generateRandomFloat(0.1, 2.0);
g_rotationSpeed[4] = generateRandomFloat(0.1, 2.0);
// Randomize speed of rotation around sun
g_orbitSpeed[1] = generateRandomFloat(0.1, 0.7);
g_orbitSpeed[2] = generateRandomFloat(0.1, 0.7);
g_orbitSpeed[3] = generateRandomFloat(0.1, 0.7);
g_orbitSpeed[4] = generateRandomFloat(0.1, 0.7);
// Randomize offset for axis of rotation
g_axisOfRotation[1] = generateRandomFloat(-0.5, 0.5);
g_axisOfRotation[2] = generateRandomFloat(-0.5, 0.5);
g_axisOfRotation[3] = generateRandomFloat(-0.5, 0.5);
g_axisOfRotation[4] = generateRandomFloat(-0.5, 0.5);
// Display info for each planet
cout << "PLANET 1 - \tSize: " << g_scaleSize[1] << "\tSpeed: " << g_rotationSpeed[1]
<< "\tOrbit Speed: " << g_orbitSpeed[1] << "\tAxis offset: " << g_axisOfRotation[1] << endl;
cout << "PLANET 2 - \tSize: " << g_scaleSize[2] << "\tSpeed: " << g_rotationSpeed[2]
<< "\tOrbit Speed: " << g_orbitSpeed[2] << "\tAxis offset: " << g_axisOfRotation[2] << endl;
cout << "PLANET 3 - \tSize: " << g_scaleSize[3] << "\tSpeed: " << g_rotationSpeed[3]
<< "\tOrbit Speed: " << g_orbitSpeed[3] << "\tAxis offset: " << g_axisOfRotation[3] << endl;
cout << "PLANET 4 - \tSize: " << g_scaleSize[4] << "\tSpeed: " << g_rotationSpeed[4]
<< "\tOrbit Speed: " << g_orbitSpeed[4] << "\tAxis offset: " << g_axisOfRotation[4] << endl;
cout << endl;
render_scene();
}
}
// error callback function
static void error_callback(int error, const char* description)
{
cerr << description << endl; // output error description
}
int main(void)
{
GLFWwindow* window = NULL; // pointer to a GLFW window handle
glfwSetErrorCallback(error_callback); // set error callback function
// initialise GLFW
if (!glfwInit())
{
// if failed to initialise GLFW
exit(EXIT_FAILURE);
}
// minimum OpenGL version 3.3
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
// create a window and its OpenGL context
window = glfwCreateWindow(1000, 1000, "Assessment 1", NULL, NULL);
// if failed to create window
if (window == NULL)
{
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwMakeContextCurrent(window); // set window context as the current context
glfwSwapInterval(1); // swap buffer interval
// initialise GLEW
if (glewInit() != GLEW_OK)
{
// if failed to initialise GLEW
cerr << "GLEW initialisation failed" << endl;
exit(EXIT_FAILURE);
}
// set key callback function
glfwSetKeyCallback(window, key_callback);
glfwSetCursorPosCallback(window, cursor_position_callback);
// use sticky mode to avoid missing state changes from polling
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
// use mouse to move camera, hence use disable cursor mode
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
// initialise rendering states
init(window);
// variables for simple time management
float lastUpdateTime = glfwGetTime();
float currentTime = lastUpdateTime;
// the rendering loop
while (!glfwWindowShouldClose(window))
{
currentTime = glfwGetTime();
g_camera.update(window); // update camera
// only update if more than 0.02 seconds since last update
if (currentTime - lastUpdateTime > 0.02)
{
if (g_enableAnimation) { update_scene(); } // update the scene
render_scene(); // render the scene
glfwSwapBuffers(window); // swap buffers
glfwPollEvents(); // poll for events
lastUpdateTime = currentTime; // update last update time
}
}
// clean up
glDeleteProgram(g_shaderProgramID);
glDeleteBuffers(1, &g_IBO);
glDeleteBuffers(1, &g_VBO[0]);
glDeleteBuffers(1, &g_VBO[1]);
glDeleteVertexArrays(1, &g_VAO[0]);
glDeleteVertexArrays(1, &g_VAO[1]);
// close the window and terminate GLFW
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
}
有三个问题。第一个是副本/过去版本<代码>g_projectionMatrix必须在传递到
Camera::setProjectionMatrix
之前进行设置:
//初始化投影矩阵
g_projectionMatrix=glm::perspective(glm::弧度(45.0f)、aspectRatio、0.1f、100.0f);
//设置相机的投影矩阵
g_camera.setProjectionMatrix(g_projectionMatrix);
第二个问题是逻辑问题。(元素\数组\缓冲区
)绑定存储在中。因此,顶点数组对象必须在索引缓冲区之前绑定:
//为VBO生成标识符并将数据复制到GPU
glGenBuffers(1,&g_VBO[0]);
glBindBuffer(GL_数组_BUFFER,g_VBO[0]);
glBufferData(GL_数组_缓冲区、大小(g_顶点)、g_顶点、GL_静态_绘制);
#在元素数组缓冲区之前绑定顶点数组对象!
//为VAO生成标识符
glgenvertexarray(1,&g_-VAO[0]);
//创建VAO并指定VBO数据
glBindVertexArray(g_VAO[0]);
//为IBO生成标识符并将数据复制到GPU
glGenBuffers(1和g_IBO);
glBindBuffer(GL_元素数组缓冲区,g_IBO);
glBufferData(GL_元素、数组、缓冲区、sizeof(g_索引)、g_索引、GL_静态图);
//交错属性
glvertexattributepointer(位置索引,3,GL_浮点,GL_假,sizeof(顶点),reinterpret_cast(偏移(顶点,位置));
glvertexattributepointer(colorIndex,3,GL_FLOAT,GL_FALSE,sizeof(顶点),reinterpret_cast(偏移(顶点,颜色));
GlenableVertexAttributeArray(位置索引);//启用顶点属性
GlenableVertexAttributeArray(colorIndex);
注意,与索引缓冲区相比,数组缓冲区绑定是全局状态。VAOs状态向量中所述的每个属性都可能引用不同的
数组\u缓冲区
。调用时存储此引用。然后,当前绑定到目标数组\u buffer
的缓冲区与属性关联,对象的名称(值)存储在VAO的状态向量中。但索引缓冲区是VAO的一种状态。当缓冲区绑定到目标
元素\u数组\u缓冲区
时,该缓冲区与当前绑定的顶点数组对象相关联
此外,我假设
uAlpha
ahs的类型为float
,因为它是由glUniform1fv
设置的。最终颜色为fColor=vec4(vColor,uAlpha)代码>:
片段着色器
#版本330核心
//顶点着色器中的插值
在vec3彩色;
//统一输入数据
均匀浮动uAlpha;
//输出数据
输出vec4颜色;
void main()
{
//设置输出颜色
fColor=vec4(vColor,uAlpha);
}
您说问题是在编辑了“此部分”代码后出现的,但按照SO标准,您在此处包含了大量代码。有没有关于程序的哪些部分是相关的,以及您实际更改了什么的指针?我一直希望来回编辑时我会忘记我编辑了哪个部分…当我运行它时,我得到了一个空白屏幕glm::perspective
的角度参数必须是辐射而不是度。(从版本0.9.5开始)现在它显示了一些东西。我如何使它成为纯色而不是一点点的颜色color@DulioGesualdo更改片段着色器。请看答案(我现在已经更改了)。顺便说一句,我现在觉得很好。@DulioGesualdo不客气。答案可以接受吗?(答案左边的复选标记)你如何使一颗行星淡入淡出?
#version 330 core
// interpolated values from the vertex shaders
in vec3 vColor;
// uniform input data
uniform vec3 uAlpha;
// output data
out vec4 fColor;
void main()
{
// set output color
fColor = vec4(uAlpha,1);
}