切换到freeglut后不渲染的线条

lines not rendering after switching to freeglut

本文关键字:freeglut      更新时间:2023-10-16

我在一个项目中使用了glut -但是我去了free glut以便能够使用

glutBitmapCharacter

然而,当我这样做时,我用来绘制网格的东西不再起作用

//This creates the grid 
    for(float f = -1;f<1; f+=0.05){
    glBegin(GL_LINE_STRIP);
        glVertex2f(f,-1);
        glVertex2f(f,1);
        glEnd();
        glBegin(GL_LINE_STRIP);
        glVertex2f(-1,f);
        glVertex2f(1,f);
        glEnd();
    }

全类:

   #include<stdlib.h>
    #include<windows.h>
    #include<GL/glut.h>
    #include<GL/freeglut.h>
    #include<iostream>
    #include <vector>
    #include "include/Block.h"
    #include <string>

    using namespace std;
    void drawBitmapText(char *string, float x, float y, float z);
    void reshape(int w, int h);
    void render(void);
    void keyboard(unsigned char c,int x,int y);
    void mouse(int button,int state, int x, int y);

    vector <Block> blockList;
    int screenXSize=800;
    int screenYSize=800;
    int selectedBlockType = 0;
    int main(int argc, char ** argv){

    blockList.push_back(*new Block(0,1,1));
    Block Test = blockList.at(0);
    string s = Test.getName();

    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
    glutInitWindowPosition(100,100);
    glutInitWindowSize(screenXSize,screenYSize);
    glutCreateWindow("TITLE");
    glutDisplayFunc(render);
    glutReshapeFunc(reshape);
    glutKeyboardFunc(keyboard);
    glutMouseFunc(mouse);
    glutMainLoop();




    }
    void mouse(int button,int state, int x, int y){
        if(button==GLUT_RIGHT_BUTTON){

        }
         if(button==GLUT_LEFT_BUTTON){

        }
    }
    void keyboard(unsigned char c,int x,int y){
        if (c==27){
            exit(0);
        }
    }
void reshape(int w, int h)
{
   glViewport (0, 0, (GLsizei) w, (GLsizei) h); 
   glMatrixMode (GL_PROJECTION); 
   glLoadIdentity (); ...
   gluOrtho2D (0.0, (GLdouble) w, 0.0, (GLdouble) h);
}
void drawBitmapText(char *string, float x, float y, float z)
{
    char *c;
    glRasterPos3f(x, y, z);
    for (c=string; *c != ''; c++)
    {
        glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, *c);
    }
}
    void render(void){
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

    drawBitmapText("CAN YOU READ ME?",200,200,0);


    //This creates the grid 
    for(float f = -1;f<1; f+=0.05){
    glBegin(GL_LINE_STRIP);
        glVertex3f(f,-1);
        glVertex3f(f,1);
        glEnd();
        glBegin(GL_LINE_STRIP);
        glVertex2f(-1,f);
        glVertex2f(1,f);
        glEnd();
    }

任何帮助都是非常感谢的

    glutSwapBuffers();
    glFlush();
    }

但是我能够运行示例项目

/*
 * GLUT Shapes Demo
 *
 * Written by Nigel Stewart November 2003
 *
 * This program is test harness for the sphere, cone
 * and torus shapes in GLUT.
 *
 * Spinning wireframe and smooth shaded shapes are
 * displayed until the ESC or q key is pressed.  The
 * number of geometry stacks and slices can be adjusted
 * using the + and - keys.
 */
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#include <stdlib.h>
static int slices = 16;
static int stacks = 16;
/* GLUT callback Handlers */
static void resize(int width, int height)
{
    const float ar = (float) width / (float) height;
    glViewport(0, 0, width, height);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity() ;
}
static void display(void)
{
    const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
    const double a = t*90.0;
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glColor3d(1,0,0);
    glPushMatrix();
        glTranslated(-2.4,1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutSolidSphere(1,slices,stacks);
    glPopMatrix();
    glPushMatrix();
        glTranslated(0,1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutSolidCone(1,1,slices,stacks);
    glPopMatrix();
    glPushMatrix();
        glTranslated(2.4,1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutSolidTorus(0.2,0.8,slices,stacks);
    glPopMatrix();
    glPushMatrix();
        glTranslated(-2.4,-1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutWireSphere(1,slices,stacks);
    glPopMatrix();
    glPushMatrix();
        glTranslated(0,-1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutWireCone(1,1,slices,stacks);
    glPopMatrix();
    glPushMatrix();
        glTranslated(2.4,-1.2,-6);
        glRotated(60,1,0,0);
        glRotated(a,0,0,1);
        glutWireTorus(0.2,0.8,slices,stacks);
    glPopMatrix();
    glutSwapBuffers();
}

static void key(unsigned char key, int x, int y)
{
    switch (key)
    {
        case 27 :
        case 'q':
            exit(0);
            break;
        case '+':
            slices++;
            stacks++;
            break;
        case '-':
            if (slices>3 && stacks>3)
            {
                slices--;
                stacks--;
            }
            break;
    }
    glutPostRedisplay();
}
static void idle(void)
{
    glutPostRedisplay();
}
const GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[]  = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
const GLfloat mat_ambient[]    = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[]    = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[]   = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
/* Program entry point */
int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitWindowSize(640,480);
    glutInitWindowPosition(10,10);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
    glutCreateWindow("GLUT Shapes");
    glutReshapeFunc(resize);
    glutDisplayFunc(display);
    glutKeyboardFunc(key);
    glutIdleFunc(idle);
    glClearColor(1,1,1,1);
    glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK);
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);
    glEnable(GL_LIGHT0);
    glEnable(GL_NORMALIZE);
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_LIGHTING);
    glLightfv(GL_LIGHT0, GL_AMBIENT,  light_ambient);
    glLightfv(GL_LIGHT0, GL_DIFFUSE,  light_diffuse);
    glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
    glLightfv(GL_LIGHT0, GL_POSITION, light_position);
    glMaterialfv(GL_FRONT, GL_AMBIENT,   mat_ambient);
    glMaterialfv(GL_FRONT, GL_DIFFUSE,   mat_diffuse);
    glMaterialfv(GL_FRONT, GL_SPECULAR,  mat_specular);
    glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
    glutMainLoop();
    return EXIT_SUCCESS;
}

问题是你的网格正在被OpenGL剪切(丢弃),因为它在观看锥体之外。

reshape函数中,通过调用gluOrtho2D将对象的区域设置为x方向的(0, width)y方向的(0, height)。这本身不是问题,但您使用的网格坐标是(-1,1)。如果你仔细观察你的窗口,你会看到左下角的像素点被点亮了。

你需要做的最基本的事情是弄清楚你想要画到哪个空间。与gluOrtho2D你有,你有效地渲染窗口坐标,所以如果你更新你的网格从[0,宽度]相比[-1,1]渲染,你的网格将出现以及文本。相反,如果您想使用网格的坐标空间,则将gluOrtho2D函数更新为gluOrtho2D( -1, 1, -1, 1 ),并将您呈现文本的位置更新为在该正方形内。

还有一点,有一个名为GL_LINES的基本类型,它将在每两个顶点之间绘制一条线段。在网格渲染循环中,可以将循环写成

来提高效率。
glBegin( GL_LINES );
for ( float f = -1; f < 1; f += 0.05 ) {
    glVertex2f( f, -1 );
    glVertex2f( f , 1 );
    glVertex2f( -1, f );
    glVertex2f(  1, f );
}
glEnd();

(哦,在你的例子中,你混合了glVertex2fglVertex3f[这是完全合法的OpenGL],除了在你使用glVertex3f时,你只提供了两个参数导致语法错误)