空白屏幕OpenGL

Blank Screen OpenGL

本文关键字:OpenGL 屏幕 空白      更新时间:2023-10-16

我正在尝试学习如何在OpenGL 2.0中使用着色器程序进行一些基本渲染,并且我很难获得任何顶点数据显示在屏幕上。现在我不知道我的问题出在哪里。我已经看了很多例子,在我的代码中没有什么明显的错误,但我确信我遗漏了一些简单的东西。我将尽量使我的代码简短。

我在这里也问了同样的问题:游戏开发。,但不幸的是,我没有收到任何能够解决我的问题的答案。

尝试回答的快速总结:

  1. 我可以清除背景色为红色,所以我知道我的显示代码工作。
  2. 相机代码不修改矩阵堆栈。
  3. 没有着色器编译错误。

谢谢你的帮助。

bool GameCore::Start(int iCmdShow)
{
    const LPCWSTR appname = TEXT("Maze Game");
    // Create the Window and kill the program if this fails.
    if(!wm->Create(appname))
    {
        return FALSE;
    }
    // Initialize OpenGL
    wm->InitGraphics();
    cam = wm->cam;
    Vector3 *v = new Vector3(0.0f,0.0f,0.0f);
    wm->testSprite = new Sprite(v);
    // Start the update loop.
    _beginthread(&GameCore::Execute, 0, this);
    // Blocking function to run the application.
    wm->RunWindow(iCmdShow);
    return true;
}
// Initialize OpenGL graphics
void OpenGLWM::InitGraphics()
{
    hDC = GetDC(hWnd);
    SetupPixelFormat();
    hRC = wglCreateContext(hDC);
    wglMakeCurrent(hDC, hRC);
    glClearColor(1, 0, 0, 0);
    glClearDepth(1.0);
    glEnable(GL_DEPTH_TEST);
    GLenum err = glewInit();
    if (GLEW_OK != err)
    {
        // Add error handling.
    }
    cam = new Camera(0, 0, -10);
    program = new ShaderProgram();
    program->Initialize();
}
// Set up pixel format for graphics initialization
void OpenGLWM::SetupPixelFormat()
{
    PIXELFORMATDESCRIPTOR pfd, *ppfd;
    int pixelformat;
    ppfd = &pfd;
    ppfd->nSize = sizeof(PIXELFORMATDESCRIPTOR);
    ppfd->nVersion = 1;
    ppfd->dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
    ppfd->dwLayerMask = PFD_MAIN_PLANE;
    ppfd->iPixelType = PFD_TYPE_COLORINDEX;
    ppfd->cColorBits = 16;
    ppfd->cDepthBits = 16;
    ppfd->cAccumBits = 0;
    ppfd->cStencilBits = 0;
    pixelformat = ChoosePixelFormat(hDC, ppfd);
    SetPixelFormat(hDC, pixelformat, ppfd);
}
// Camera Constructor
Camera::Camera(double dX, double dY, double dZ)
{
    Vector3 V(dX, dY, dZ);
    Vector3 R(0,0,0);
    Initialization(V, R);
}
bool ShaderProgram::Initialize()
{
    GLint giLinked;
    GLbyte vShaderStr[] =
    "#version 110               n"
    "attribute vec3 in_Position;n"
    "void main()n"
    "{n"
        "gl_Position = vec4(in_Position, 1.0);n"
    "}n";
    GLbyte pShaderStr[] =
    "#version 110               n"
    "precision mediump float;n"
    "void main()n"
    "{n"
        "gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);n"
    "}n";
    // Load the shaders
    vertexShader.LoadShader((const char *)&vShaderStr, GL_VERTEX_SHADER);
    pixelShader.LoadShader((const char *)&pShaderStr, GL_FRAGMENT_SHADER);
    guiProgram = glCreateProgram();
    if(guiProgram == 0)
    {
        return false;
    }
    // Add the shaders to the program
    glAttachShader(guiProgram, vertexShader.guiShader);
    glAttachShader(guiProgram, pixelShader.guiShader);
    // Bind the position coordinates
    glBindAttribLocation(guiProgram, 0, "in_Position");
    // Link the program
    glLinkProgram(guiProgram);
    int iError = glGetError();
    // Get the link status
    glGetProgramiv(guiProgram, GL_LINK_STATUS, &giLinked);
    if(giLinked == 0)
    {
        // Add error handling.
        return false;
    }
    return true;
}
GLuint BaseShader::LoadShader(const char *cShaderSrc, GLenum type)
{
    GLint guiCompiled;
    // Creates an empty shader object.
    guiShader = glCreateShader(type);
    if(guiShader == 0)
    {
        return 0;
    }
    // Load the shader.
    glShaderSource(guiShader, 1, &cShaderSrc, NULL);
    // Compile the shader
    glCompileShader(guiShader);
    // Check the compile status
    glGetShaderiv(guiShader, GL_COMPILE_STATUS, &guiCompiled);
    if(guiCompiled == 0)
    {
        // TODO: ADD ERROR LOGGING
        GLint infoLen = 0;
        glGetShaderiv(guiShader, GL_INFO_LOG_LENGTH, &infoLen);
        if(infoLen > 1)
        {
            char* infoLog = (char *)malloc(sizeof(char) * infoLen);
            glGetShaderInfoLog(guiShader, infoLen, NULL, infoLog);
            free(infoLog);
        }
        return 0;
    }
    return guiShader;
}
// Sprite inherits from Render Object
Sprite::Sprite(Vector3 *_vPosition)
{
    // Initialize the position.
    vPosition = _vPosition;
    // Create verticies
    vertexStruct * v = new vertexStruct[4];
    v[0].SetPosition(-2, 2, -40);
    v[0].SetColor(128, 128, 128, 255);
    v[1].SetPosition(2, 2, -40);
    v[1].SetColor(128, 128, 128, 255);
    v[2].SetPosition(2, -2, -40);
    v[2].SetColor(128, 128, 128, 255);
    v[3].SetPosition(-2, -2, -40);
    v[3].SetColor(128, 128, 128, 255);
    // Create the indicies.
    GLubyte * i = new GLubyte[6];
    i[0] = 0;
    i[1] = 1;
    i[2] = 2;
    i[3] = 0;
    i[4] = 2;
    i[5] = 3;
    Initialize(v, 4, i, 6);
}
void RenderObject::Initialize(vertexStruct *_vertices, unsigned int _uiNumVertices, GLubyte *_indices, unsigned int _uiNumIndicies)
{
    vertices = _vertices;
    indices = _indices;
    uiNumVertices = _uiNumVertices;
    uiNumIndices = _uiNumIndicies;
    CreateBufferObjects();
}
void RenderObject::CreateBufferObjects()
{
    // Get an id for the Vector3 buffer.
    glGenBuffers((GLsizei)1, &uiVertexBuffer);
    // Bind the buffer so we can "upload" the data.
    glBindBuffer(GL_ARRAY_BUFFER, uiVertexBuffer);
    // Upload the data to OpenGL.
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertexStruct) * uiNumVertices, vertices, GL_STATIC_DRAW);
    // Get an id for the indice buffer.
    glGenBuffers(1, &uiIndiceBuffer);
    // Bind the indice buffer so we can "upload" the data.
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, uiIndiceBuffer);
    // Upload the data to OpenGL.
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLubyte) * uiNumIndices, indices, GL_STATIC_DRAW);
}
bool WindowManager::RunWindow(int iCmdShow)
{
    // Display the window
    ShowWindow(hWnd, iCmdShow);
    UpdateWindow(hWnd);
    // Event loop
    while (1)
    {
        if (PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE) == TRUE)
        {
            if (!GetMessage(&msg, NULL, 0, 0))
            {
                return TRUE;
            }
            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }
        // It would be better if this was its own thread.
        if(!DoWork())
        {
            return false;
        }
    }
return true;
}
// "Draw" function.
bool OpenGLWM::DoWork()
{
    glClearColor(0, 0, 0, 1);
    glClear(GL_COLOR_BUFFER_BIT);
    glUseProgram(program->guiProgram);
    testSprite->Draw();
    // Show the new scene
    SwapBuffers(hDC);
    return true;
}
void RenderObject::Draw()
{
    // Bind the vertex buffer.
    glBindBuffer(GL_ARRAY_BUFFER, uiVertexBuffer);
    // Set where the vertex data is.
    glVertexAttribPointer(VertexEnum::Data, 3, GL_FLOAT, GL_FALSE, sizeof(vertexStruct), 0);
    glEnableVertexAttribArray(0);//VertexEnum::Data);
    // Load the colors.
    glVertexAttribPointer(VertexEnum::Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, 12, (void*)offsetof(vertexStruct, color));
    glEnableVertexAttribArray(1);//VertexEnum::Color);
    // Bind the indice buffer.
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, uiIndiceBuffer);
    glDrawElements(GL_TRIANGLE_STRIP, uiNumIndices, GL_UNSIGNED_BYTE, 0);
}
void OpenGLWM::ResizeGraphics()
{
    // Get new window size
    RECT rect;
    int width;
    int height;
    GLfloat aspect;
    GetClientRect(hWnd, &rect);
    width = rect.right;
    height = rect.bottom;
    aspect = (GLfloat)width / height;
    // Adjust graphics to window size
    glViewport(0, 0, width, height);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(45.0, aspect, 1.0, 100.0);
    glMatrixMode(GL_MODELVIEW);
    // Call the base function
    WindowManager::ResizeGraphics();
}

这个程序有几个问题,这些问题综合起来导致缺乏渲染:

  1. 首先,世界坐标顶点到屏幕坐标的转换没有发生。具体来说,顶点着色器只将输入顶点值复制到最终顶点位置(通常称为"pass-thru"着色器)。这个问题有多种解决方案:

    • 使用了非常旧的ftransform() GLSL例程,它将返回转换后的顶点值:

      gl_Position = ftransform();
      
    • 使用隐式定义的GLSL矩阵:

      gl_Position = gl_ModelViewProjectionMatrix * vec4(in_Position, 1.0);
      
    • 或使用单独定义的矩阵:

      gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * vec4(in_Position, 1.0);
      
  2. 下一个问题是,定义的几何形状是不一致的如何渲染。特别是

    下面定义的索引元素数组
    // Create the indicies.
    GLubyte * i = new GLubyte[6];
    i[0] = 0;
    i[1] = 1;
    i[2] = 2;
    i[3] = 0;
    i[4] = 2;
    i[5] = 3;
    

    表示两个三角形,但是glDrawElements调用指定GL_TRIANGLE_STRIP作为几何原语。这可以通过两种方式修复:

    • 使用gl_triangle作为几何基元类型,或者
    • 将三角带的索引元素列表修复为:

      // Create the indicies.
      GLubyte * i = new GLubyte[4];
      i[0] = 1;
      i[1] = 0;
      i[2] = 2;
      i[3] = 3;
      

    这将产生条带中的两个三角形,并具有适当的顶点缠绕以进行正确的背面剔除。

  3. 最后,当深度缓冲被请求时,并且深度测试被启用,深度缓冲不会每帧都被清除。在glClear调用中添加GL_DEPTH_BUFFER_BIT将完成此操作。