我一直在學習的OpenGL過去幾周和閱讀訥河的TUTS的Swiftless TUTS和零件,以及關於法線,場景圖,喇嘛喇嘛其他文章偏後,我決定創造一些一些「框架」,使我能夠更容易地插入新學習的代碼。所以我決定創建一個場景圖/渲染器的組合,而不是漂亮,不是那麼快(prolly),但與選項添加只是一個新的派生節點類來呈現一個新的功能,無論我可能只是讀過。所以我期待的趣聞看到如何實現一個定居在這個基類各種例子:OpenGL的VBO訪問衝突
#pragma once
#ifndef NODE_H
#define NODE_H
#include <stdlib.h>
#include <stdio.h>
#include <iostream>
#include <GL/glew.h>
#include <GL/freeglut.h>
#include <GL/glext.h>
#include <math.h>
#include <windows.h>
#include <list>
using namespace std;
class Node
{
public:
Node(void);
~Node(void);
//Node* parent;
void addChild(Node* node);
void removeChilds(Node* node);
virtual void traverse();
void kill();
protected:
std::list<Node*> childs;
};
#endif
....從我做了這個類:
#pragma once
#ifndef NODESPHERE_H
#define NODESPHERE_H
#include <stdlib.h>
#include <stdio.h>
#include <iostream>
#include <GL/glew.h>
#include <GL/freeglut.h>
#include <GL/glext.h>
#include <math.h>
#include <windows.h>
#include "Various.h"
#include "Node.h"
class NodeSphere : public Node
{
public:
NodeSphere(double R, double H, double K, double Z, const int space);
~NodeSphere(){delete this;}
void traverse();
private:
float out[3];
int Radius;
int vhVertexCount;
Vert *vhVertices;
Normal *vhNormals,*vhVNormals;
TexCoord *vhTexCoords;
unsigned int vhVBOVertices;
unsigned int vhVBOTexCoords;
unsigned int vhVBONormals;
bool Init(void);
bool Normals(const int nIndex);
bool ReduceToUnit(void);
};
#endif
現在,我使用freeglut處理窗口創建和循環:
#include <windows.h>
#include <stdlib.h>
#include <stdio.h>
#include <iostream>
#include <GL/glew.h>
#include <GL/freeglut.h>
#include <GL/glext.h>
#include <math.h>
#include "Scenegraph.h"
#include "View.h"
#include "Control.h"
#define WIDTH 800
#define HEIGHT 600
Scenegraph *bob;
View *myView;
Control *controler;
.................
.................
void main(int argc, char **argv)
{
glewInit();
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(WIDTH,HEIGHT);
glutInitWindowPosition(0,0);
glutCreateWindow("Mediensoftware - Finale Übung");
bob = new Scenegraph();
myView = new View(WIDTH, HEIGHT, bob);
controler = new Control(myView);
glutDisplayFunc(display);
glutIdleFunc(idle);
glutReshapeFunc(resize);
glutKeyboardFunc(keyboard);
glutSpecialFunc(keyboard_s);
glutMainLoop();
}
場景圖「鮑勃」處理這樣的創作節點:
Scenegraph::Scenegraph()
{
this->root = new Node();
this->sun = new NodeSphere(3,0,0,0,10);
this->sun_transform = new NodeTransform();
this->sun_tex = new NodeTexture("sunmap.bmp");
this->sun_mat = new NodeMaterial(1.0,0,1.0,0.7,0,1.0,1.0,1.0,0.0,0.0,0.0,0.0,0.0,0.0);
this->planet_earth = new NodeSphere(1,0,0,0,10);
this->planet_earth_transform = new NodeTransform(6,0,0);
this->planet_earth_tex = new NodeTexture("earthmap.bmp");
this->planet_earth_mat = new NodeMaterial(1.0,0,1.0,0.7,0,1.0,1.0,1.0,0.0,0.0,0.0,0.0,0.0,0.0);
this->moon = new NodeSphere(0.3,0,0,0,10);
this->moon_tex = new NodeTexture("moonmap.bmp");
this->moon_transform = new NodeTransform(1.5,0,0);
this->moon_mat = new NodeMaterial(1.0,0,1.0,0.7,0,1.0,1.0,1.0,0.0,0.0,0.0,0.0,0.0,0.0);
this->planet_venus = new NodeSphere(0.8,0,0,0,10);
this->planet_venus_transform = new NodeTransform(3,0,0);
this->planet_venus_tex = new NodeTexture("venusmap.bmp");
this->planet_venus_mat = new NodeMaterial(1.0,0,1.0,0.7,0,1.0,1.0,1.0,0.0,0.0,0.0,0.0,0.0,0.0);
this->planet_mars = new NodeSphere(0.6,0,0,0,10);
................................................................................................
this->root->addChild(this->sun_transform);
this->sun_transform->addChild(this->sun_mat);
this->sun_mat->addChild(this->sun_tex);
this->sun_tex->addChild(this->sun);
this->sun->addChild(this->planet_venus_transform);
this->planet_venus_transform->addChild(this->planet_venus_mat);
this->planet_venus_mat->addChild(this->planet_venus_tex);
...................................................................................................
}
編譯器不會看到任何錯誤並執行的代碼,但在這裏接受訪問衝突:
bool NodeSphere::Init(void){
glGenBuffersARB(1, &vhVBOVertices); // DERP here
glBindBufferARB(GL_ARRAY_BUFFER_ARB, this->vhVBOVertices);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, this->vhVertexCount * 3 * sizeof(float), this->vhVertices, GL_STATIC_DRAW_ARB);
glGenBuffersARB(1, &vhVBONormals);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, this->vhVBONormals);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, this->vhVertexCount * 3 * sizeof(float), this->vhVNormals, GL_STATIC_DRAW_ARB);
glGenBuffersARB(1, &vhVBOTexCoords);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, this->vhVBOTexCoords);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, this->vhVertexCount * 2 * sizeof(float), this->vhTexCoords, GL_STATIC_DRAW_ARB);
delete [] vhVertices;
vhVertices = NULL;
delete [] vhTexCoords;
vhTexCoords = NULL;
delete [] vhNormals;
vhNormals = NULL;
delete [] vhVNormals;
vhVNormals = NULL;
return true;
}
的擴展被稱作在View :: initExtensions()的初始化場景圖的窗口創建後完成的,所以....我敢肯定它是與指針...
以前的節目我用VBO創建完全相同的代碼和它的工作。唯一的區別是這裏使用的代碼在Node *中使用,而之前的代碼僅在Node中使用(無指針)。但無論如何,我會檢查glew是否啓動良好。 至於我用什麼顯卡,在筆記本電腦上,我有一個糟糕的Intel集成卡,應該支持OpenGL 1.5,但即使沒有GLSL,並在PC上,一個6850的事情是,我在筆記本電腦上工作很多,因爲還有教師和其他人員。
但無論如何,創造VBO作品中的代碼,我的意思是,它已經爲以下幾點:
#include <stdlib.h>
#include <windows.h>
#include <iostream>
#include <stdio.h>
#include <GL/glew.h>
#include <GL/gl.h> // Header File For The OpenGL32 Library
#include <GL/glu.h> // Header File For The GLu32 Library
#include <GL/glext.h>
#include <math.h>
#define PI 3.14159265f
class Vert{
public:
float x;
float y;
float z;
};
class Normal{
public:
float x;
float y;
float z;
};
class TexCoord{
public:
float u;
float v;
};
class Scenegraph {
private:
float out[3];
int Radius;
GLuint tID[2];
int vhVertexCount;
Vert *vhVertices;
Normal *vhNormals,*vhVNormals;
TexCoord *vhTexCoords;
unsigned int vhVBOVertices;
unsigned int vhVBOTexCoords;
unsigned int vhVBONormals;
bool Init(void);
bool Normals(const int nIndex);
bool ReduceToUnit(void);
public:
bool Create(double R, double H, double K, double Z, const int space);
void Render();
};
它等同於NodeSphere,除了它是靜態聲明。提前致謝。
郵政抽獎代碼。 – 2011-04-07 01:47:36