我试图在同一个屏幕上显示一个球体和一个圆环,但似乎“glutInitDisplayMode”是导致我只显示一个的原因。当我保持它作为glutInitDisplayMode(GLUT_SINGLE | GLUT_RGBA |GLUT_DEPTH)
圆环显示时。
当我保持glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH)
球体显示时。我该怎么做才能同时显示两者?
渲染代码如下:
static void render(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
// clear the drawing buffer.
glClear(GL_COLOR_BUFFER_BIT);
// clear the identity matrix.
glLoadIdentity();
glTranslatef(0.0, 0.0, -5.0);
glColor3f(0.0, 0.0, 0.0);
glRotatef(zRotated, 0.0, 0.0, 1.0);
// scaling transfomation
glScalef(1.0, 1.0, 1.0);
// built-in (glut library) function , draw you a sphere.
glutSolidTorus(innerRadius, outerRadius, sides, rings);
// Flush buffers to screen
glFlush();
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// activate our shader program
glUseProgram(programId);
// turn on depth buffering
glEnable(GL_DEPTH_TEST);
float aspectRatio = (float)width / (float)height;
glm::mat4 projection = glm::perspective(glm::radians(45.0f), aspectRatio, 0.1f, 1000.0f);
// view matrix - orient everything around our preferred view
glm::mat4 view = glm::lookAt(
glm::vec3(40,30,30), // eye/camera location
glm::vec3(0,0,0), // where to look
glm::vec3(0,1,0) // up
);
// model matrix: translate, scale, and rotate the model
glm::vec3 rotationAxis(0,1,0);
glm::mat4 model = glm::mat4(1.0f);
model = glm::rotate(model, glm::radians(angle), glm::vec3(0, 1, 0)); // rotate about the y-axis
model = glm::scale(model, glm::vec3(25.0f, 25.0f, 25.0f));
// model-view-projection matrix
glm::mat4 mvp = projection * view * model;
GLuint mvpMatrixId = glGetUniformLocation(programId, "MVP");
glUniformMatrix4fv(mvpMatrixId, 1, GL_FALSE, &mvp[0][0]);
// texture sampler - a reference to the texture we've previously created
// send the texture id to the texture sampler
GLuint textureUniformId = glGetUniformLocation(programId, "textureSampler");
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureId);
glUniform1i(textureUniformId, 0);
// find the names (ids) of each vertex attribute
GLint positionAttribId = glGetAttribLocation(programId, "position");
GLint colourAttribId = glGetAttribLocation(programId, "colour");
GLint textureCoordsAttribId = glGetAttribLocation(programId, "textureCoords");
GLint normalAttribId = glGetAttribLocation(programId, "normal");
// provide the vertex positions to the shaders
glBindBuffer(GL_ARRAY_BUFFER, positions_vbo);
glEnableVertexAttribArray(positionAttribId);
glVertexAttribPointer(positionAttribId, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
// provide the vertex texture coordinates to the shaders
glBindBuffer(GL_ARRAY_BUFFER, textureCoords_vbo);
glEnableVertexAttribArray(textureCoordsAttribId);
glVertexAttribPointer(textureCoordsAttribId, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
// provide the vertex normals to the shaders
glBindBuffer(GL_ARRAY_BUFFER, normals_vbo);
glEnableVertexAttribArray(normalAttribId);
glVertexAttribPointer(normalAttribId, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
// draw the triangles
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glDrawElements(GL_TRIANGLES, numVertices, GL_UNSIGNED_INT, (void*)0);
// disable the attribute arrays
glDisableVertexAttribArray(positionAttribId);
glDisableVertexAttribArray(textureCoordsAttribId);
glDisableVertexAttribArray(normalAttribId);
glDisableVertexAttribArray(colourAttribId);
// make the draw buffer to display buffer (i.e. display what we have drawn)
glutSwapBuffers();
}