在 x11 系统上使用带有 GL/gl.h 和 GL/glx.h 的 opengl 绘制三角形

Drawing triangles with opengl with GL/gl.h and GL/glx.h on x11 System

我已阅读多个项目并将其拼凑在一起,以创建一个 x11 window 和 open gl 工作,预装 GL/gl.h 和 GL/glx.h .我遇到的问题是我想绘制到屏幕上的三角形没有显示。我认为我没有设置任何投影参数等,或者三角形没有绘制到我想要绘制的 space。

我确实得到了一个 window 并且我能够设置在我订阅事件掩码后触发的 xevents。按 'esc' 键将触发一个事件,该事件最终会调用 Shutdown() 并打破循环,释放 x11 和 gl 东西,最后退出程序。所以唯一不起作用的是绘图到屏幕的东西,这基本上是我程序的要点。

我该如何解决这个问题?

main.cpp:

#include <cstring>

#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <X11/keysymdef.h>

#include <GL/gl.h>
#include <GL/glx.h>

#include <sys/time.h>
#include <unistd.h>

#define WINDOW_WIDTH    800
#define WINDOW_HEIGHT   600
#define FPS 30
#define TEST_LOCAL

int shutdown = 0;

extern bool Initialize(int w, int h);
extern bool Update(float deltaTime);
extern void Render();
extern void HandleKeyboardEvents( XEvent );
extern void Resize(int w, int h);
extern void Shutdown();

typedef GLXContext (*glXCreateContextAttribsARBProc)(Display*, GLXFBConfig, GLXContext, Bool, const int*);

#define SKIP_TICKS      (1000 / FPS)

static double GetMilliseconds() {
    static timeval s_tTimeVal;
    gettimeofday(&s_tTimeVal, NULL);
    double time = s_tTimeVal.tv_sec * 1000.0; // sec to ms
    time += s_tTimeVal.tv_usec / 1000.0; // us to ms
    return time;
}

static bool isExtensionSupported(const char *extList, const char *extension) {
    return strstr(extList, extension) != 0;
}

int main(int argc, char** argv) {
    Display* display;
    Window window;
    Screen* screen;
    int screenId;
    XEvent ev;

    // Open the display
    display = XOpenDisplay(NULL);
    if (display == NULL) {
        std::cout << "Could not open display\n";
        return 1;
    }
    screen = DefaultScreenOfDisplay(display);
    screenId = DefaultScreen(display);
    
    // Check GLX version
    GLint majorGLX, minorGLX = 0;
    glXQueryVersion(display, &majorGLX, &minorGLX);
    if (majorGLX <= 1 && minorGLX < 2) {
        std::cout << "GLX 1.2 or greater is required.\n";
        XCloseDisplay(display);
        return 1;
    }

    GLint glxAttribs[] = {
        GLX_X_RENDERABLE    , True,
        GLX_DRAWABLE_TYPE   , GLX_WINDOW_BIT,
        GLX_RENDER_TYPE     , GLX_RGBA_BIT,
        GLX_X_VISUAL_TYPE   , GLX_TRUE_COLOR,
        GLX_RED_SIZE        , 8,
        GLX_GREEN_SIZE      , 8,
        GLX_BLUE_SIZE       , 8,
        GLX_ALPHA_SIZE      , 8,
        GLX_DEPTH_SIZE      , 24,
        GLX_STENCIL_SIZE    , 8,
        GLX_DOUBLEBUFFER    , True,
        None
    };
    
    int fbcount;
    GLXFBConfig* fbc = glXChooseFBConfig(display, screenId, glxAttribs, &fbcount);
    if (fbc == 0) {
        std::cout << "Failed to retrieve framebuffer.\n";
        XCloseDisplay(display);
        return 1;
    }

    // Pick the FB config/visual with the most samples per pixel
    int best_fbc = -1, worst_fbc = -1, best_num_samp = -1, worst_num_samp = 999;
    for (int i = 0; i < fbcount; ++i) {
        XVisualInfo *vi = glXGetVisualFromFBConfig( display, fbc[i] );
        if ( vi != 0) {
            int samp_buf, samples;
            glXGetFBConfigAttrib( display, fbc[i], GLX_SAMPLE_BUFFERS, &samp_buf );
            glXGetFBConfigAttrib( display, fbc[i], GLX_SAMPLES       , &samples  );

            if ( best_fbc < 0 || (samp_buf && samples > best_num_samp) ) {
                best_fbc = i;
                best_num_samp = samples;
            }
            if ( worst_fbc < 0 || !samp_buf || samples < worst_num_samp )
                worst_fbc = i;
            worst_num_samp = samples;
        }
        XFree( vi );
    }
    GLXFBConfig bestFbc = fbc[ best_fbc ];
    XFree( fbc ); // Make sure to free this!

    
    XVisualInfo* visual = glXGetVisualFromFBConfig( display, bestFbc );
    if (visual == 0) {
        std::cout << "Could not create correct visual window.\n";
        XCloseDisplay(display);
        return 1;
    }
    
    if (screenId != visual->screen) {
        std::cout << "screenId(" << screenId << ") does not match visual->screen(" << visual->screen << ").\n";
        XCloseDisplay(display);
        return 1;

    }

    // Open the window
    XSetWindowAttributes windowAttribs;
    windowAttribs.border_pixel = BlackPixel(display, screenId);
    windowAttribs.background_pixel = WhitePixel(display, screenId);
    windowAttribs.override_redirect = True;
    windowAttribs.colormap = XCreateColormap(display, RootWindow(display, screenId), visual->visual, AllocNone);
    windowAttribs.event_mask = ExposureMask;
    window = XCreateWindow(display, RootWindow(display, screenId), 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, 0, visual->depth, InputOutput, visual->visual, CWBackPixel | CWColormap | CWBorderPixel | CWEventMask, &windowAttribs);

    // Redirect Close
    Atom atomWmDeleteWindow = XInternAtom(display, "WM_DELETE_WINDOW", False);
    XSetWMProtocols(display, window, &atomWmDeleteWindow, 1);

    // Create GLX OpenGL context
    glXCreateContextAttribsARBProc glXCreateContextAttribsARB = 0;
    glXCreateContextAttribsARB = (glXCreateContextAttribsARBProc) glXGetProcAddressARB( (const GLubyte *) "glXCreateContextAttribsARB" );
    
    int context_attribs[] = {
        GLX_CONTEXT_MAJOR_VERSION_ARB, 3,
        GLX_CONTEXT_MINOR_VERSION_ARB, 2,
        GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
        None
    };

    GLXContext context = 0;
    const char *glxExts = glXQueryExtensionsString( display,  screenId );
    if (!isExtensionSupported( glxExts, "GLX_ARB_create_context")) {
        std::cout << "GLX_ARB_create_context not supported\n";
        context = glXCreateNewContext( display, bestFbc, GLX_RGBA_TYPE, 0, True );
    }
    else {
        context = glXCreateContextAttribsARB( display, bestFbc, 0, true, context_attribs );
    }
    XSync( display, False );

    // Verifying that context is a direct context
    if (!glXIsDirect (display, context)) {
        std::cout << "Indirect GLX rendering context obtained\n";
    }
    else {
        std::cout << "Direct GLX rendering context obtained\n";
    }
    glXMakeCurrent(display, window, context);

    std::cout << "GL Renderer: " << glGetString(GL_RENDERER) << "\n";
    std::cout << "GL Version: " << glGetString(GL_VERSION) << "\n";
    std::cout << "GLSL Version: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << "\n";

    if (!Initialize(WINDOW_WIDTH, WINDOW_HEIGHT)) {
        glXDestroyContext(display, context);
        XFree(visual);
        XFreeColormap(display, windowAttribs.colormap);
        XDestroyWindow(display, window);
        XCloseDisplay(display);
        return 1;
    }

    glMatrixMode( GL_PROJECTION );
    glOrtho( 0, 640, 480, 0, -1, 1 );

    XSelectInput( display, window, PointerMotionMask | ButtonPressMask | ButtonReleaseMask | KeyPressMask );

    // Show the window
    XClearWindow(display, window);
    XMapRaised(display, window);

    double prevTime = GetMilliseconds();
    double currentTime = GetMilliseconds();
    double deltaTime = 0.0;

    timeval time;
    long sleepTime = 0;
    gettimeofday(&time, NULL);
    long nextGameTick = (time.tv_sec * 1000) + (time.tv_usec / 1000);

    // Enter message loop
    while (shutdown != 1) {
        if (XPending(display) > 0) {
            XNextEvent(display, &ev);
            if (ev.type == Expose) {
                XWindowAttributes attribs;
                XGetWindowAttributes(display, window, &attribs);
                Resize(attribs.width, attribs.height);
            }
            if (ev.type == ClientMessage) {
                if (ev.xclient.data.l[0] == atomWmDeleteWindow) {
                    break;
                }
            }
            else if (ev.type == DestroyNotify) { 
                break;
            }
        }

        currentTime = GetMilliseconds();
        deltaTime = double(currentTime - prevTime) * 0.001;
        prevTime = currentTime;

        if (!Update((float)deltaTime)) {
            break;
        }
        HandleKeyboardEvents( ev );
        Render();

        // Present frame
        glXSwapBuffers(display, window);

        // Limit Framerate
        gettimeofday(&time, NULL);
        nextGameTick += SKIP_TICKS;
        sleepTime = nextGameTick - ((time.tv_sec * 1000) + (time.tv_usec / 1000));
        usleep((unsigned int)(sleepTime / 1000));
    }

    std::cout << "Shutting Down\n";
    Shutdown();

    // Cleanup GLX
    glXDestroyContext(display, context);

    // Cleanup X11
    XFree(visual);
    XFreeColormap(display, windowAttribs.colormap);
    XDestroyWindow(display, window);
    XCloseDisplay(display);
    return 0;
}

#ifdef TEST_LOCAL
bool Initialize(int w, int h) {
    glClearColor(0.5f, 0.6f, 0.7f, 1.0f);
    glViewport(0, 0, w, h);
    return true;
}

bool Update(float deltaTime) {
    return true;
}

void HandleKeyboardEvents( XEvent ev ) {
    int x, y;

    switch ( ev.type ) {
        case ButtonPress:
            if ( ev.xbutton.button == 1 ) {
                std::cout << "Left mouse down \n";
            }
            break;
        case ButtonRelease:
            if ( ev.xbutton.button == 1 ) {
                std::cout << "Left mouse up \n";
            }
            break;
        case KeyPress:
            if ( ev.xkey.keycode == 9 ) { // ESC
                Shutdown();
            }
            break;
        case MotionNotify:
            x = ev.xmotion.x;
            y = ev.xmotion.y;
            //std::cout << "Mouse X:" << x << ", Y: " << y << "\n";
            break;  
    }
}

void Render() {
    glClear(GL_COLOR_BUFFER_BIT);

    glBegin(GL_TRIANGLES);
        glColor3f(  1.0f,  0.0f, 0.0f);
        glVertex3f( 0.0f, -1.0f, 0.0f);
        glColor3f(  1.0f,  0.0f, 0.0f);
        glVertex3f(-1.0f,  1.0f, 0.0f);
        glColor3f(  1.0f,  0.0f, 0.0f);
        glVertex3f( 1.0f,  1.0f, 0.0f);
    
    glEnd();
    glFlush();
}

void Resize(int w, int h) {
    glViewport(0, 0, w, h);
}

void Shutdown() {
    shutdown = 1;   
}
#endif

我编译:

g++ -g -Wall -o _build/main main.cpp -I/opt/x11/include  -L/usr/x11/lib -lGL -lX11

OS:

Linux kali 5.9.0-kali4-amd64 #1 SMP Debian 5.9.11-1kali1 (2020-12-01) x86_64 GNU/Linux

您的代码不会渲染三角形,而是会在您的 glBegin/glEnd 构造上生成 GL_INVALID_OPERATION。原因就在这里:

int context_attribs[] = {
    GLX_CONTEXT_MAJOR_VERSION_ARB, 3,
    GLX_CONTEXT_MINOR_VERSION_ARB, 2,
    GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
    None
};

根据 GLX_ARB_create_context GLX 扩展规范(强调我的):

If version 3.2 or greater is requested, the context returned may implement any of the following versions:

  • The requested profile of the requested version.
  • The requested profile of any later version, so long as no features have been removed from that later version and profile.

通过您省略的 GLX_CONTEXT_PROFILE_MASK_ARB 属性请求配置文件,因此将应用默认值:

The default value for GLX_CONTEXT_PROFILE_MASK_ARB is GLX_CONTEXT_CORE_PROFILE_BIT_ARB. All OpenGL 3.2 implementations are required to implement the core profile, but implementation of the compatibility profile is optional.

glBegin/glEnd 绘图模式、fixed-function 管道、矩阵堆栈等遗留功能均已从核心配置文件中删除 OpenGL.

要将此代码发送到 运行,您有 3 个选项:

  1. 请求 GL 版本 <= 2.1。这将使您与旧版实现具有最大的兼容性。它基本上会产生与您根本不使用 GLX_ARB_create_context 扩展名相同的结果。
  2. 使用 GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 明确请求 GL 3.2(并删除 GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB)。这可能有效,也可能无效,具体取决于您的实施是否支持。
  3. 保持GL上下文为3.2核心,只写core-profile兼容代码。

选项 3 实际上是唯一在 2021 年有意义的选项。但是,它需要的设置代码比您目前拥有的要多得多。您将必须编写自己的着色器,并为顶点属性和相应的数据数组设置一个 VAO 和一个 VBO。

请注意,选项 3 也会破坏

with the preinstalled GL/gl.h and GL/glx.h.

你前提的一部分。您至少要放弃 gl.h header 以支持由 GL loader.

生成的