我不能在 OpenGl 中制作一个大小均匀的正方形
I can't make an even sized square in OpenGl
我想通过组合 2 个三角形来绘制一个等宽的正方形。
但它似乎总是让我在 x 轴上稍微长一些...
// Include standard headers
#include <stdio.h>
#include <stdlib.h>
// Include GLEW
#include <GL/glew.h>
// Include GLFW
#include <glfw3.h>
GLFWwindow* window;
// Include GLM
#include <glm/glm.hpp>
using namespace glm;
#include <common/shader.hpp>
int main(void)
{
// Initialise GLFW
if (!glfwInit())
{
fprintf(stderr, "Failed to initialize GLFW\n");
getchar();
return -1;
}
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Open a window and create its OpenGL context
window = glfwCreateWindow(1024, 768, "16010600 LEE JEE WOONG Assignment 1-1", NULL, NULL);
if (window == NULL) {
fprintf(stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n");
getchar();
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// Initialize GLEW
glewExperimental = true; // Needed for core profile
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
getchar();
glfwTerminate();
return -1;
}
// Ensure we can capture the escape key being pressed below
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
// Dark blue background
glClearColor(0.0f, 1.0f, 0.0f, 0.0f);
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
// Create and compile our GLSL program from the shaders
GLuint programID = LoadShaders("SimpleVertexShader.vertexshader", "SimpleFragmentShader.fragmentshader");
static const GLfloat g_vertex_buffer_data[] = {
-0.50f, -0.50f, 0.0f,
0.50f, -0.50f, 0.0f,
0.50f, 0.50f,0.0f,
-0.50f, 0.50f,0.0f,
};
unsigned int indices[] = {
0 , 1, 2,
2,3, 0,
};
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);
unsigned int ibo;
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6*2*sizeof(unsigned int), indices, GL_STATIC_DRAW);
do {
// Clear the screen
glClear(GL_COLOR_BUFFER_BIT);
// Use our shader
glUseProgram(programID);
// 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.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// Draw the triangle !
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
glDisableVertexAttribArray(0);
// Swap buffers
glfwSwapBuffers(window);
glfwPollEvents();
} // Check if the ESC key was pressed or the window was closed
while (glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS &&
glfwWindowShouldClose(window) == 0);
// Cleanup VBO
glDeleteBuffers(1, &vertexbuffer);
glDeleteVertexArrays(1, &VertexArrayID);
glDeleteProgram(programID);
// Close OpenGL window and terminate GLFW
glfwTerminate();
return 0;
}
有谁知道为什么?它总是显示略微拉伸的输出..是因为我的屏幕吗?
顺便说一句,这是我上传的代码的大小和输出的屏幕截图。
这个我也查了
Unable to draw a square (same width and height) on screen
但是..这个仍然没有得到任何答案。
我不是专家,但可能因为0.5
和-0.5
是单位-space坐标,而且因为你的window不是正方形,所以你有一个矩形吗?
我想通过组合 2 个三角形来绘制一个等宽的正方形。
但它似乎总是让我在 x 轴上稍微长一些...
// Include standard headers
#include <stdio.h>
#include <stdlib.h>
// Include GLEW
#include <GL/glew.h>
// Include GLFW
#include <glfw3.h>
GLFWwindow* window;
// Include GLM
#include <glm/glm.hpp>
using namespace glm;
#include <common/shader.hpp>
int main(void)
{
// Initialise GLFW
if (!glfwInit())
{
fprintf(stderr, "Failed to initialize GLFW\n");
getchar();
return -1;
}
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Open a window and create its OpenGL context
window = glfwCreateWindow(1024, 768, "16010600 LEE JEE WOONG Assignment 1-1", NULL, NULL);
if (window == NULL) {
fprintf(stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n");
getchar();
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// Initialize GLEW
glewExperimental = true; // Needed for core profile
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
getchar();
glfwTerminate();
return -1;
}
// Ensure we can capture the escape key being pressed below
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
// Dark blue background
glClearColor(0.0f, 1.0f, 0.0f, 0.0f);
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
// Create and compile our GLSL program from the shaders
GLuint programID = LoadShaders("SimpleVertexShader.vertexshader", "SimpleFragmentShader.fragmentshader");
static const GLfloat g_vertex_buffer_data[] = {
-0.50f, -0.50f, 0.0f,
0.50f, -0.50f, 0.0f,
0.50f, 0.50f,0.0f,
-0.50f, 0.50f,0.0f,
};
unsigned int indices[] = {
0 , 1, 2,
2,3, 0,
};
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);
unsigned int ibo;
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6*2*sizeof(unsigned int), indices, GL_STATIC_DRAW);
do {
// Clear the screen
glClear(GL_COLOR_BUFFER_BIT);
// Use our shader
glUseProgram(programID);
// 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.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// Draw the triangle !
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr);
glDisableVertexAttribArray(0);
// Swap buffers
glfwSwapBuffers(window);
glfwPollEvents();
} // Check if the ESC key was pressed or the window was closed
while (glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS &&
glfwWindowShouldClose(window) == 0);
// Cleanup VBO
glDeleteBuffers(1, &vertexbuffer);
glDeleteVertexArrays(1, &VertexArrayID);
glDeleteProgram(programID);
// Close OpenGL window and terminate GLFW
glfwTerminate();
return 0;
}
有谁知道为什么?它总是显示略微拉伸的输出..是因为我的屏幕吗?
顺便说一句,这是我上传的代码的大小和输出的屏幕截图。
这个我也查了
Unable to draw a square (same width and height) on screen
但是..这个仍然没有得到任何答案。
我不是专家,但可能因为0.5
和-0.5
是单位-space坐标,而且因为你的window不是正方形,所以你有一个矩形吗?