C++ OpenGL,为什么这不是一个立方体?

C++ OpenGL,为什么这不是一个立方体?,c++,opengl,graphics,3d,glfw,C++,Opengl,Graphics,3d,Glfw,我正在学习openGL,在正确渲染立方体时遇到了困难。我有我认为是立方体的正确数据,但它不是一个立方体。我不知道发生了什么事。有人能提供一些建议吗 #include <glad/gl.h> #define GLFW_INCLUDE_NONE #include <GLFW/glfw3.h> #include "linmath.h" #include <stdlib.h> #include <stdio.h> static const struc

我正在学习openGL,在正确渲染立方体时遇到了困难。我有我认为是立方体的正确数据,但它不是一个立方体。我不知道发生了什么事。有人能提供一些建议吗

#include <glad/gl.h>
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>

#include "linmath.h"

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

static const struct
{
  float x, y, z;
  float r, g, b;
} vertices[36] =
    {
        {-1.0f,-1.0f,-1.0f, 0.f, 1.f, 0.f}, // triangle 1 : begin
        {-1.0f,-1.0f, 1.0f, 0.f, 1.f, 0.f},
        {-1.0f, 1.0f, 1.0f,0.f, 1.f, 0.f}, // triangle 1 : end
        {1.0f, 1.0f,-1.0f,0.f, 1.f, 0.f}, // triangle 2 : begin
        {-1.0f,-1.0f,-1.0f,0.f, 1.f, 0.f},
        {-1.0f, 1.0f,-1.0f,0.f, 1.f, 0.f}, // triangle 2 : end
        {1.0f,-1.0f, 1.0f,0.f, 1.f, 0.f},
        {-1.0f,-1.0f,-1.0f,0.f, 1.f, 0.f},
        {1.0f,-1.0f,-1.0f,0.f, 1.f, 0.f},
        {1.0f, 1.0f,-1.0f,0.f, 1.f, 0.f},
        {1.0f,-1.0f,-1.0f,0.f, 1.f, 0.f},
        {-1.0f,-1.0f,-1.0f,0.f, 1.f, 0.f},
        {-1.0f,-1.0f,-1.0f,0.f, 1.f, 0.f},
        {-1.0f, 1.0f, 1.0f,0.f, 1.f, 0.f},
        {-1.0f, 1.0f,-1.0f,0.f, 1.f, 0.f},
        {1.0f,-1.0f, 1.0f,0.f, 1.f, 0.f},
        {-1.0f,-1.0f, 1.0f,0.f, 1.f, 0.f},
        {-1.0f,-1.0f,-1.0f,0.f, 1.f, 0.f},
        {-1.0f, 1.0f, 1.0f,0.f, 1.f, 0.f},
        {-1.0f,-1.0f, 1.0f,0.f, 1.f, 0.f},
        {1.0f,-1.0f, 1.0f,0.f, 1.f, 0.f},
        {1.0f, 1.0f, 1.0f,0.f, 1.f, 0.f},
        {1.0f,-1.0f,-1.0f,0.f, 1.f, 0.f},
        {1.0f, 1.0f,-1.0f,0.f, 1.f, 0.f},
        {1.0f,-1.0f,-1.0f,0.f, 1.f, 0.f},
        {1.0f, 1.0f, 1.0f,0.f, 1.f, 0.f},
        {1.0f,-1.0f, 1.0f,0.f, 1.f, 0.f},
        {1.0f, 1.0f, 1.0f,0.f, 1.f, 0.f},
        {1.0f, 1.0f,-1.0f,0.f, 1.f, 0.f},
        {-1.0f, 1.0f,-1.0f,0.f, 1.f, 0.f},
        {1.0f, 1.0f, 1.0f,0.f, 1.f, 0.f},
        {-1.0f, 1.0f,-1.0f,0.f, 1.f, 0.f},
        {-1.0f, 1.0f, 1.0f,0.f, 1.f, 0.f},
        {1.0f, 1.0f, 1.0f,0.f, 1.f, 0.f},
        {-1.0f, 1.0f, 1.0f,0.f, 1.f, 0.f},
        {1.0f,-1.0f, 1.0f,0.f, 1.f, 0.f},

    };

static const char* vertex_shader_text =
    "#version 110\n"
    "uniform mat4 MVP;\n"
    "attribute vec3 vCol;\n"
    "attribute vec3 vPos;\n"
    "varying vec3 color;\n"
    "void main()\n"
    "{\n"
    "    gl_Position = MVP * vec4(vPos, 1.0);\n"
    "    color = vCol;\n"
    "}\n";

static const char* fragment_shader_text =
    "#version 110\n"
    "varying vec3 color;\n"
    "void main()\n"
    "{\n"
    "    gl_FragColor = vec4(color, 1.0);\n"
    "}\n";

static void error_callback(int error, const char* description)
{
  fprintf(stderr, "Error: %s\n", description);
}

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

int main(void)
{
  GLFWwindow* window;
  GLuint vertex_buffer, vertex_shader, fragment_shader, program;
  GLint mvp_location, vpos_location, vcol_location;

  glfwSetErrorCallback(error_callback);

  if (!glfwInit())
    exit(EXIT_FAILURE);

  glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
  glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);

  window = glfwCreateWindow(640, 480, "Simple example", NULL, NULL);
  if (!window)
  {
    glfwTerminate();
    exit(EXIT_FAILURE);
  }

  glfwSetKeyCallback(window, key_callback);

  glfwMakeContextCurrent(window);
  gladLoadGL(glfwGetProcAddress);
  glfwSwapInterval(1);

  // NOTE: OpenGL error checks have been omitted for brevity

  glGenBuffers(1, &vertex_buffer);
  glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer);
  glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

  vertex_shader = glCreateShader(GL_VERTEX_SHADER);
  glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL);
  glCompileShader(vertex_shader);

  fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
  glShaderSource(fragment_shader, 1, &fragment_shader_text, NULL);
  glCompileShader(fragment_shader);

  program = glCreateProgram();
  glAttachShader(program, vertex_shader);
  glAttachShader(program, fragment_shader);
  glLinkProgram(program);

  mvp_location = glGetUniformLocation(program, "MVP");
  vpos_location = glGetAttribLocation(program, "vPos");
  vcol_location = glGetAttribLocation(program, "vCol");

  glEnableVertexAttribArray(vpos_location);
  glVertexAttribPointer(vpos_location, 3, GL_FLOAT, GL_FALSE,
                        sizeof(vertices[0]), (void*) 0);
  glEnableVertexAttribArray(vcol_location);
  glVertexAttribPointer(vcol_location, 3, GL_FLOAT, GL_FALSE,
                        sizeof(vertices[0]), (void*) (sizeof(float) * 3));

  while (!glfwWindowShouldClose(window))
  {
    float ratio;
    int width, height;
    mat4x4 m, p, mvp;

    glfwGetFramebufferSize(window, &width, &height);
    ratio = width / (float) height;

    glViewport(0, 0, width, height);
    glClear(GL_COLOR_BUFFER_BIT);

    mat4x4_identity(m);
    mat4x4_rotate_Z(m, m, (float) glfwGetTime());
    mat4x4_rotate_Y(m, m, (float) glfwGetTime());
    mat4x4_ortho(p, -ratio, ratio, -1.f, 1.f, 1.f, -1.f);
    mat4x4_mul(mvp, p, m);

    glUseProgram(program);
    glUniformMatrix4fv(mvp_location, 1, GL_FALSE, (const GLfloat*) mvp);
    glDrawArrays(GL_POLYGON, 0, 36);

    glfwSwapBuffers(window);
    glfwPollEvents();
  }

  glfwDestroyWindow(window);

  glfwTerminate();
  exit(EXIT_SUCCESS);
}

#包括
#定义GLFW_包括_无
#包括
#包括“linmath.h”
#包括
#包括
静态常量结构
{
浮动x,y,z;
浮子r,g,b;
}顶点[36]=
{
{-1.0f,-1.0f,-1.0f,0.f,1.f,0.f},//三角形1:开始
{-1.0f,-1.0f,1.0f,0.f,1.f,0.f},
{-1.0f,1.0f,1.0f,0.f,1.f,0.f},//三角形1:结束
{1.0f,1.0f,-1.0f,0.f,1.f,0.f},//三角形2:开始
{-1.0f,-1.0f,-1.0f,0.f,1.f,0.f},
{-1.0f,1.0f,-1.0f,0.f,1.f,0.f},//三角形2:结束
{1.0f,-1.0f,1.0f,0.f,1.f,0.f},
{-1.0f,-1.0f,-1.0f,0.f,1.f,0.f},
{1.0f,-1.0f,-1.0f,0.f,1.f,0.f},
{1.0f,1.0f,-1.0f,0.f,1.f,0.f},
{1.0f,-1.0f,-1.0f,0.f,1.f,0.f},
{-1.0f,-1.0f,-1.0f,0.f,1.f,0.f},
{-1.0f,-1.0f,-1.0f,0.f,1.f,0.f},
{-1.0f,1.0f,1.0f,0.f,1.f,0.f},
{-1.0f,1.0f,-1.0f,0.f,1.f,0.f},
{1.0f,-1.0f,1.0f,0.f,1.f,0.f},
{-1.0f,-1.0f,1.0f,0.f,1.f,0.f},
{-1.0f,-1.0f,-1.0f,0.f,1.f,0.f},
{-1.0f,1.0f,1.0f,0.f,1.f,0.f},
{-1.0f,-1.0f,1.0f,0.f,1.f,0.f},
{1.0f,-1.0f,1.0f,0.f,1.f,0.f},
{1.0f,1.0f,1.0f,0.f,1.f,0.f},
{1.0f,-1.0f,-1.0f,0.f,1.f,0.f},
{1.0f,1.0f,-1.0f,0.f,1.f,0.f},
{1.0f,-1.0f,-1.0f,0.f,1.f,0.f},
{1.0f,1.0f,1.0f,0.f,1.f,0.f},
{1.0f,-1.0f,1.0f,0.f,1.f,0.f},
{1.0f,1.0f,1.0f,0.f,1.f,0.f},
{1.0f,1.0f,-1.0f,0.f,1.f,0.f},
{-1.0f,1.0f,-1.0f,0.f,1.f,0.f},
{1.0f,1.0f,1.0f,0.f,1.f,0.f},
{-1.0f,1.0f,-1.0f,0.f,1.f,0.f},
{-1.0f,1.0f,1.0f,0.f,1.f,0.f},
{1.0f,1.0f,1.0f,0.f,1.f,0.f},
{-1.0f,1.0f,1.0f,0.f,1.f,0.f},
{1.0f,-1.0f,1.0f,0.f,1.f,0.f},
};
静态常量字符*顶点着色器文本=
“#版本110\n”
“统一mat4 MVP;\n”
“属性vec3 vCol;\n”
“属性vec3 vPos;\n”
“改变vec3颜色;\n”
“void main()\n”
“{\n”
“gl_位置=MVP*vec4(vPos,1.0);\n”
“颜色=vCol;\n”
“}\n”;
静态常量字符*片段着色器文本=
“#版本110\n”
“改变vec3颜色;\n”
“void main()\n”
“{\n”
gl_FragColor=vec4(颜色,1.0);\n
“}\n”;
静态无效错误\u回调(int错误,常量字符*说明)
{
fprintf(标准,“错误:%s\n”,说明);
}
静态无效键_回调(GLFWwindow*窗口、int键、int扫描码、int操作、int mods)
{
如果(键==GLFW\U键\转义和操作==GLFW\U按)
GLFWSETWINDOWS应关闭(窗口,GLFW_TRUE);
}
内部主(空)
{
GLFWwindow*窗口;
GLuint vertex_buffer,vertex_着色器,fragment_着色器,程序;
闪烁mvp位置、VPO位置、vcol位置;
glfwSetErrorCallback(错误回调);
如果(!glfwInit())
退出(退出失败);
glfwWindowHint(GLFW_上下文_版本_专业,2);
glfwWindowHint(GLFW_上下文_版本_次要,0);
window=glfwCreateWindow(640480,“简单示例”,NULL,NULL);
如果(!窗口)
{
glfwTerminate();
退出(退出失败);
}
glfwSetKeyCallback(窗口、键回调);
glfwMakeContextCurrent(窗口);
gladLoadGL(glfwGetProcAddress);
glfwSwapInterval(1);
//注意:为了简洁起见,已省略OpenGL错误检查
glGenBuffers(1和顶点缓冲区);
glBindBuffer(GL_数组_BUFFER,顶点_BUFFER);
glBufferData(GLU数组缓冲区、大小(顶点)、顶点、GLU静态图);
顶点着色器=glCreateShader(GL顶点着色器);
glShaderSource(顶点着色器,1和顶点着色器文本,NULL);
glCompileShader(顶点着色器);
片段着色器=glCreateShader(GL片段着色器);
glShaderSource(片段着色器,1和片段着色器文本,NULL);
glCompileShader(片段着色器);
program=glCreateProgram();
glAttachShader(程序,顶点着色器);
glAttachShader(程序,片段着色器);
glLinkProgram(program);
mvp_位置=glGetUniformLocation(程序,“mvp”);
vpos_location=GLGetAttriblLocation(程序,“vpos”);
vcol_位置=GLGetAttriblLocation(程序,“vcol”);
GlenableVertexAttributeArray(vpos_位置);
GLVERtexAttribute指针(vpos_位置,3,GL_浮动,GL_假,
sizeof(顶点[0]),(void*)0;
GlenableVertexAttributeArray(vcol_位置);
GLVERtexAttribute指针(vcol\U位置,3,GL\U浮点,GL\U假,
sizeof(顶点[0]),(void*)(sizeof(float)*3));
而(!glfwWindowShouldClose(窗口))
{
浮动比率;
int宽度、高度;
mat4x4 m,p,mvp;
glfwGetFramebufferSize(窗口、宽度和高度);
比率=宽度/(浮动)高度;
glViewport(0,0,宽度,高度);
glClear(GLU颜色缓冲位);
mat4x4_标识(m);
mat4x4_rotate_Z(m,m,(float)glfwGetTime());
mat4x4_rotate_Y(m,m,(float)glfwGetTime());
mat4x4_正交(p,-ratio,ratio,-1.f,1.f,1.f,-1.f);
mat4x4_mul(mvp,p,m);
glUseProgram(程序);
glUniformMatrix4fv(mvp_位置,1,GL_假,(常量GLfloat*)mvp);
gldrawArray(GL_多边形,0,36);
glfwSwapBuffers(窗口);
glfwPollEvents();
}
GLFW窗口(窗口);
glfwTerminate();
退出(退出成功);
}
我只是少了几个三角形?有没有更有效的方法来创建多维数据集

主要问题是类型。由于创建12个三角形的立方体,因此基本体类型必须是而不是
GL\u POLYGON

gldrawArray(GL_多边形,0,36)

gldrawArray(GL_三角形,0,36);

无论如何,我建议构造一个6边的立方体,6边有6种不同的颜色:

struct TVetex
{
浮动x,y,z;
浮子r,g,b;
};
TVetex顶点[36];
结构TVetex2
{
浮动x,y;
};
结构色
{
浮子r,g,b;
};
int