我最近一直在学习顶点着色。当我只使用 glut/OpenGL 时,程序运行良好。但是,我想将 SFML 用于应用程序,因此我尝试将在此站点上找到的代码更改为SFML 可以使用的代码。但是,整个四边形只有纯色有效;每个顶点着色只产生一个白色方块。下面是一个重现我的问题的小例子:
#include <windows.h>
#include <SFML/Graphics.hpp>
#include <gl/gl.h>
#include <gl/glu.h>
class Scene {
public:
void resize( int w, int h ) {
// OpenGL Reshape
glViewport( 0, 0, w, h );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 120.0, (GLdouble)w/(GLdouble)h, 0.5, 500.0 );
glMatrixMode( GL_MODELVIEW );
}
};
int main() {
sf::RenderWindow window(sf::VideoMode(800, 600, 32), "Test");
///Setup the scene, materials, lighting
Scene scene;
scene.resize(800,600);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION);
glEnable(GL_COLOR_MATERIAL);
glShadeModel(GL_FLAT);
glEnable(GL_LIGHT0);
float XL = .5, YL = .1, ZL = 1;
GLfloat ambientLight[] = { 0.2f, 0.2f, 0.2f, 1.0f };
GLfloat diffuseLight[] = { 0.8f, 0.8f, 0.8, 1.0f };
GLfloat specularLight[] = { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat lightpos[] = {XL, YL, ZL, 0.};
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight);
glLightfv(GL_LIGHT0, GL_POSITION, lightpos);
///Start loop
while( window.isOpen() ) {
sf::Event event;
while( window.pollEvent( event ) ) {
if( event.type == sf::Event::Closed )
window.close();
}
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(50.0, 1.0, 1.0, 50);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(1, 0, 1, 0, 0, 0, 0, 1, 0);
glColor3f(1, 0, 0);
glBegin(GL_QUADS);
// glColor3f(1,0,0); //red
glVertex3f(-0.5, -0.5, 0.0);
// glColor3f(0,1,0); //green
glVertex3f(-0.5, 0.5, 0.0);
// glColor3f(0,0,1); //blue
glVertex3f(0.5, 0.5, 0.0);
// glColor3f(1,1,1); //white
glVertex3f(0.5, -0.5, 0.0);
glEnd();
///Reset env settings for SFML
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
window.display();
}
return 1;
}