저는 평가판을 사용하여 C++로 OpenGL에서 작은 파형 생성기를 만들려고했습니다. 내 평가는 부분적으로 만 점등 얻을 수 있기 때문에OpenGL 평가판이 부분적으로 만 켜졌습니다.
그러나, 나는 많은 행운이 없었어요
왜 이런 일이 발생합니까?
다음은 완전한 소스 코드를 포함하고 있습니다. 아마도 init()
, display()
및 파일 맨 위에있는 상수 만보아야 할 것입니다.
#include <gl/glui.h>
#include <math.h>
const int DIMX = 500;
const int DIMY = 500;
const int INITIALPOS_X = 200;
const int INITIALPOS_Y = 200;
// Aspect ratio (calculated on the fly)
float xy_aspect;
// UI aux. matrices
float view_rotate[16] = { 1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,1 };
float obj_pos[] = { 0.0, 0.0, 0.0 };
float obj_pan[] = { 0.0, 0.0, 0.0 };
// Referential axis
double axis_radius_begin = 0.2;
double axis_radius_end = 0.0;
double axis_lenght = 16.0;
int axis_nslices = 8;
int axis_nstacks = 1;
// Light 0 properties
float light0_position[] = {5.0, 5.0, 5.0, 0.0};
float light0_ambient[] = {0.0, 0.0, 0.0, 1.0};
float light0_diffuse[] = {0.6, 0.6, 0.6, 1.0};
float light0_specular[] = {1.0, 1.0, 1.0, 1.0};
float light0_kc = 0.0;
float light0_kl = 1.0;
float light0_kq = 0.0;
double light0x = 5.0;
double light0y = 5.0;
double light0z = 5.0;
double symb_light0_radius = 0.2;
int symb_light0_slices = 8;
int symb_light0_stacks =8;
// Ambient light source properties
float light_ambient[] = {0.5, 0.5, 0.5, 1.0}; /* Set the background ambient lighting. */
// Windowing related variables
int main_window;
GLUquadric* glQ;
GLUI *glui;
const unsigned int gridSize = 40;
float grid[gridSize][gridSize][3];
const int uSize = gridSize;
const int vSize = gridSize;
GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0};
GLfloat position[] = {0.0, 0.0, 2.0, 1.0};
GLfloat mat_diffuse[] = {0.6, 0.6, 0.6, 1.0};
GLfloat mat_specular[] = {1.0, 1.0, 1.0, 1.0};
float mat_shininess[] = {50.0};
void display(void) {
static float value = 0;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-xy_aspect*.04, xy_aspect*.04, -.04, .04, .1, 50.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(obj_pos[0], obj_pos[1], -obj_pos[2]-25);
glTranslatef(obj_pan[0], obj_pan[1], obj_pan[2]);
glRotated(20.0, 1.0,0.0,0.0);
glRotated(-45.0, 0.0,1.0,0.0);
glMultMatrixf(view_rotate);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
glColor3f(1.0,0.0,0.0);
glPushMatrix();
glRotated(90.0, 0.0,1.0,0.0);
gluCylinder(glQ, axis_radius_begin, axis_radius_end,
axis_lenght, axis_nslices, axis_nstacks);
glPopMatrix();
glColor3f(0.0,1.0,0.0);
glPushMatrix();
glRotated(-90.0, 1.0,0.0,0.0);
gluCylinder(glQ, axis_radius_begin, axis_radius_end,
axis_lenght, axis_nslices, axis_nstacks);
glPopMatrix();
glColor3f(0.0,0.0,1.0);
glPushMatrix();
gluCylinder(glQ, axis_radius_begin, axis_radius_end,
axis_lenght, axis_nslices, axis_nstacks);
glPopMatrix();
light0_position[0] = light0x;
light0_position[1] = light0y;
light0_position[2] = light0z;
glLightfv(GL_LIGHT0, GL_POSITION, light0_position);
glColor3f(1.0,1.0,0.0);
gluQuadricOrientation(glQ, GLU_INSIDE);
glPushMatrix();
glTranslated(light0x,light0y,light0z);
gluSphere(glQ, symb_light0_radius, symb_light0_slices, symb_light0_stacks);
glPopMatrix();
gluQuadricOrientation(glQ, GLU_OUTSIDE);
gluQuadricDrawStyle(glQ, GLU_FILL);
gluQuadricNormals(glQ, GLU_SMOOTH);
gluQuadricOrientation(glQ, GLU_OUTSIDE);
gluQuadricTexture(glQ, GL_FALSE);
for (unsigned int y = 0; y < vSize; ++y) {
for (unsigned int x = 0; x < uSize; ++x) {
float xVal = 5*3.14/gridSize*x;
float yVal = 5*3.14/gridSize*y;
grid[y][x][0] = (float) x/gridSize*10.0;
grid[y][x][1] = sin(xVal + value) + sin(yVal + value);
grid[y][x][2] = (float) y/gridSize*10.0;
}
}
glMap2f(GL_MAP2_VERTEX_3, 0, 1 , 3, uSize, 0, 1, uSize * 3, vSize, &grid[0][0][0]);
glEvalMesh2(GL_FILL, 0, gridSize, 0, gridSize);
value += 3.14/25;
if (value > 3.14*2)
value = 0;
// swapping the buffers causes the rendering above to be shown
glutSwapBuffers();
glFlush();
}
/* Mouse handling */
void processMouse(int button, int state, int x, int y)
{
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN)
{
}
if (button == GLUT_RIGHT_BUTTON && state == GLUT_DOWN)
{
}
glutPostRedisplay();
}
void processMouseMoved(int x, int y)
{
// pedido de refrescamento da janela
glutPostRedisplay();
}
void processPassiveMouseMoved(int x, int y)
{
// pedido de refrescamento da janela
glutPostRedisplay();
}
void reshape(int w, int h)
{
int tx, ty, tw, th;
GLUI_Master.get_viewport_area(&tx, &ty, &tw, &th);
glViewport(tx, ty, tw, th);
xy_aspect = (float)tw/(float)th;
glutPostRedisplay();
}
void keyboard(unsigned char key, int x, int y)
{
switch (key) {
case 27: // tecla de escape termina o programa
exit(0);
break;
}
}
void glut_idle(void)
{
if (glutGetWindow() != main_window)
glutSetWindow(main_window);
glutPostRedisplay();
}
void init()
{
glQ = gluNewQuadric();
glFrontFace(GL_CCW); // Front faces defined using a counterclockwise rotation
glDepthFunc(GL_LEQUAL); // Por defeito e GL_LESS
glEnable(GL_DEPTH_TEST); // Use a depth (z) buffer to draw only visible objects
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
// Face Culling para aumentar a velocidade
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK); // GL_FRONT, GL_BACK, GL_FRONT_AND_BACK
// Define que modelo de iluminacao utilizar; consultar o manual de referencia
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, light_ambient); // define luz ambiente
glLightModelf (GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
glLightModeli (GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
// por defeito a cor de fundo e o preto
// glClearColor(1.0,1.0,1.0,1.0); // cor de fundo a branco
// declaracoes para a fonte luz GL_LIGHT0
glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light0_specular);
glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, light0_kc);
glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, light0_kl);
glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, light0_kq);
// NOTA: a direccao e a posicao de GL_LIGHT0 estao na rotina display(), pelo
// que as isntrucoes seguntes nao sao necessarias
//glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 90.0);
//glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, spot_direction);
//glLightfv(GL_LIGHT0, GL_POSITION, light0_position);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_MAP2_VERTEX_3);
glMapGrid2f(gridSize, 0.0, 1.0, gridSize, 0.0, 1.0);
glShadeModel(GL_SMOOTH);
glPolygonMode(GL_FRONT, GL_FILL);
//glPolygonMode(GL_FRONT, GL_LINE);
}
void do_nothing(int key, int x, int y) {}
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowSize (DIMX, DIMY);
glutInitWindowPosition (INITIALPOS_X, INITIALPOS_Y);
main_window = glutCreateWindow (argv[0]);
glutDisplayFunc(display);
GLUI_Master.set_glutReshapeFunc(reshape);
GLUI_Master.set_glutKeyboardFunc (keyboard);
GLUI_Master.set_glutMouseFunc(processMouse);
glutMotionFunc(processMouseMoved);
glutPassiveMotionFunc(processPassiveMouseMoved);
GLUI_Master.set_glutSpecialFunc(do_nothing);
/*** Create the bottom subwindow ***/
glui = GLUI_Master.create_glui_subwindow(main_window, GLUI_SUBWINDOW_BOTTOM);
glui->set_main_gfx_window(main_window);
GLUI_Rotation *view_rot = glui->add_rotation("Rotation", view_rotate);
view_rot->set_spin(1.0);
glui->add_column(false);
GLUI_Translation *trans_z = glui->add_translation("Zoom", GLUI_TRANSLATION_Z, &obj_pos[2]);
trans_z->set_speed(.1);
glui->add_column(false);
GLUI_Translation *trans_pan = glui->add_translation("Pan", GLUI_TRANSLATION_XY, &obj_pan[0]);
trans_pan->set_speed(.1);
GLUI_Master.set_glutIdleFunc(glut_idle);
init();
glutMainLoop();
return 0;
}
법선을 계산하고 설정 했습니까? 코드가 너무 길어서 읽을 수 없습니다. – Shahbaz
계산자가 법선을 설정할 필요가 없습니다. –
OpenGL 평가판은 OpenGL 3.0부터 사용되지 않으므로 드라이버 버그 일 수 있습니다. [데모] (http://www.opengl.org/resources/code/samples/mjktips/grid/index.html) 프로그램을 실행하고 작동하는지보십시오. 또한, 대신에 버텍스 쉐이더를 사용하는 다른 접근법을 사용해보십시오. – bernie