如何在现代openGL中绘制带有三维点的多边形

How to draw polygon with 3D points in modern openGL?

本文关键字:三维 多边形 绘制 openGL      更新时间:2023-10-16

我知道在2.0-openGL中,我们可以像这样画一条线。

glBegin(GL_LINES);  
glVertex3f(20.0f,150.0f,0.0f);  
glVertex3f(220.0f,150.0f,0.0f);  
glVertex3f(200.0f,160.0f,0.0f);  
glVertex3f(200.0f,160.0f,0.0f);  
glEnd();

但是如何在现代openGL(3.0+)中做类似的事情

我读过用现代OpenGL绘制圆形点的书,但答案不是关于某个点,因为我想用有特定坐标的点绘制多边形,这没有太大帮助。

我使用了这个代码,但它只显示了一个蓝色的背景。我错过了什么?

GLuint VertexArrayID;
    glGenVertexArrays(1, &VertexArrayID);
    glBindVertexArray(VertexArrayID);
static const GLfloat g_vertex_buffer_data[] = {
        20.0f, 150.0f, 0.0f, 1.0f,
            220.0f, 150.0f, 0.0f, 1.0f,
            200.0f, 160.0f, 0.0f, 1.0f
    };
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
do{
    // Clear the screen
    glClear( GL_COLOR_BUFFER_BIT );
    // 1rst attribute buffer : vertices
    glEnableVertexAttribArray(0);
    glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
    glVertexAttribPointer(
        0,                  // attribute 0. No particular reason for 0, but must match the layout in the shader.
        4,                  // size
        GL_FLOAT,           // type
        GL_FALSE,           // normalized?
        0,                  // stride
        (void*)0            // array buffer offset
    );
    // Draw the triangle !
    glDrawArrays(GL_LINES, 0, 2); // 3 indices starting at 0 -> 1 triangle
    glDisableVertexAttribArray(0);
    // Swap buffers
    glfwSwapBuffers(window);

} // Check if the ESC key was pressed or the window was closed
while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS &&
       glfwWindowShouldClose(window) == 0 );

1)您必须定义一个顶点数组,其中包含多边形线的点。就像你的例子:

GLfloat vertices[] =
{
    20.0f, 150.0f, 0.0f, 1.0f,
    220.0f, 150.0f, 0.0f, 1.0f,
    200.0f, 160.0f, 0.0f, 1.0f
};

2) 必须定义并绑定顶点缓冲区对象(VBO),才能将vertices传递到顶点着色器。像这样:

// This is the identifier for your vertex buffer
GLuint vbo;
// This creates our identifier and puts it in vbo
glGenBuffers(1, &vbo);
// This binds our vbo
glBindBuffer(GL_ARRAY_BUFFER, vbo);
// This hands the vertices into the vbo and to the rendering pipeline    
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

3) 现在我们准备抽签了。这样做:

// "Enable a port" to the shader pipeline
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
// pass information about how vertex array is composed
glVertexAttribPointer(0, // same as in glEnableVertexAttribArray(0)
                      4, // # of coordinates that build a vertex
                      GL_FLOAT, // data type
                      GL_FALSE, // normalized?
                      0,        // stride
                      (void*)0);// vbo offset
glDrawArrays(GL_LINES, 0, 2);
glDisableVertexAttribArray(0);

步骤1)和2)可以在渲染作为初始化之前完成。步骤3)在渲染循环中完成。此外,您还需要一个顶点着色器和一个片段着色器来可视化具有颜色的线。

如果你对这些东西一无所知,并且喜欢从OpenGL 3开始,我建议你从下面的教程开始:http://www.opengl-tutorial.org/beginners-tutorials/tutorial-1-opening-a-window/