1

私は OpenGL の完全な初心者です。この単純なコードを iPhone シミュレーターでレンダリングしようとしましたが、正常に起動し、スプラッシュ スクリーンが表示され、その後...何も...何も表示されません...暗闇だけです。私が欠けているものを教えてください。助けてもらえますか?私はまだ回転のために何もしていません。最初にレンダリングしたものを確認するのを待ってから、回転などに進みます...

それが重要な場合、私はXcode 4.2を使用しています。

これが私のコードです:

IRenderEngine.cpp

#ifndef HelloArrow_IRenderingEngine_hpp
#define HelloArrow_IRenderingEngine_hpp

#import <OpenGLES/ES1/gl.h>
#import <OpenGLES/ES1/glext.h>

//Physical Orientation of a handheld device, equivalent to UIDeviceOrientation
enum DeviceOrientation{
DeviceOrientationUnknown,
DeviceOrientationPortrait,
DeviceOrientationPortraitUpsideDown,
DeviceOrientationLandscapeLeft,
DeviceOrientationLandscapeRight,
DeviceOrientationFaceUp,
DeviceOrientationFaceDown
};

//Creates an instance of a renderer and sets up various openGL state
struct IRenderingEngine *CreateRenderer1();

//Interface to OpenGL ES renderer; consumed by GLView
struct IRenderingEngine{
virtual void Initialize(int width, int height)=0;
virtual void Render() = 0;
virtual void UpdateAnimation(float timeStep) = 0;
virtual void OnRotate(DeviceOrientation newOrientation) = 0;
virtual ~IRenderingEngine(){};
};

RenderingEngine.cpp

#include <iostream>

#include <OpenGLES/ES1/gl.h>

#include <OpenGLES/ES1/glext.h>

#include "IRenderingEngine.hpp"


class RenderingEngine1 : public IRenderingEngine{
public:
RenderingEngine1();
void Initialize(int width, int height);
void Render();
void UpdateAnimation(float timeStep){}
void OnRotate(DeviceOrientation newOrientation){}
private:
GLuint m_framebuffer;
GLuint m_renderbuffer;
};

IRenderingEngine * CreateRenderer1(){
return new RenderingEngine1;
}

struct Vertex {
float Position[2];
float Color[4];
};

//Define the position and colors of the 2 triangles
const struct Vertex Vertices[6] = {
{{-0.5, -0.866},{1, 1, 0.5f, 1}},
{{0.5, -0.866},{1,1,0.5f,1}},
{{0,1},{1,1,0.5f,1}},
{{-0.5, -0.866},{0.5f,0.5f,0.5f}},
{{0.5, -0.866},{0.5f,0.5f,0.5f}},
{{0,-0.4f},{0.5f,0.5f,0.5f}}
};
RenderingEngine1::RenderingEngine1(){
glGenRenderbuffersOES(1, &m_renderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, m_renderbuffer);
}

void RenderingEngine1::Initialize(int width, int height){
//Create the framebuffer object and attache the renderbuffer    
glGenFramebuffersOES(1, &m_framebuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, m_framebuffer);

glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES,     GL_RENDERBUFFER_OES, m_renderbuffer);

glViewport(0, 0, width, height);

glMatrixMode(GL_PROJECTION);

glLoadIdentity();

const float maxX = 2;
const float maxY = 3;

glOrthof(-maxX,+maxX,-maxY,+maxY,-1,1);


glMatrixMode(GL_MODELVIEW);

glLoadIdentity();

}

void RenderingEngine1::Render(){

glClearColor(0.5f, 0.5f, 0.5f, 1);


glClear(GL_COLOR_BUFFER_BIT);


glEnableClientState(GL_VERTEX_ARRAY);


glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(2,GL_FLOAT,4,&Vertices[0].Position);


glColorPointer(4,GL_FLOAT,2,&Vertices[0].Color);

GLsizei vertexcount = sizeof(Vertices)/sizeof(Vertex);
glDrawArrays(GL_TRIANGLES, 0, vertexcount);
glFlush();
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
}

GLView.h

#import "IRenderingEngine.hpp"
#import <UIKit/UIKit.h>
#import <OpenGLES/EAGL.h>
#import <QuartzCore/QuartzCore.h>


@interface GLView : UIView
{
EAGLContext *m_context;
struct IRenderingEngine *m_renderingEngine;
float m_timestamp;
}

-(void) drawView:(CADisplayLink*) displayLink;
-(void) didRotate: (NSNotification*) notification;

@end

GLView.mm

#import <OpenGLES/EAGLDrawable.h>
#import <OpenGLES/ES1/gl.h> //<- for GL_RENDERBUFFER only
#import "GLView.h"
#import "mach/mach_time.h"
#import "IRenderingEngine.hpp"

@implementation GLView

+(Class) layerClass{
return [CAEAGLLayer class];
}

- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
    // Initialization code
    CAEAGLLayer *eaglLayer = (CAEAGLLayer*) super.layer;
    eaglLayer.opaque = YES;
    m_context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];

    if(!m_context || ![EAGLContext setCurrentContext:m_context]){
        return nil;
    }

    m_renderingEngine = CreateRenderer1();    

    [m_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:eaglLayer];

    m_renderingEngine->Initialize(CGRectGetWidth(frame), CGRectGetHeight(frame));
    [self drawView:nil];
    m_timestamp = CACurrentMediaTime();
    CADisplayLink *displayLink;
    displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(drawView:)];
    [displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
    [[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications];
    [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(didRotate:) name:UIDeviceOrientationDidChangeNotification object:nil];

}
return self;
}

/*
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
- (void)drawRect:(CGRect)rect
{
// Drawing code
}
*/

-(void) drawView: (CADisplayLink *) displayLink{

if(displayLink != nil){
    float elapsedseconds = [displayLink timestamp] - m_timestamp;
    m_timestamp = [displayLink timestamp];
    m_renderingEngine->UpdateAnimation(elapsedseconds);
}
m_renderingEngine->Render();

[m_context presentRenderbuffer:GL_RENDERBUFFER_OES];

}

-(void) dealloc{
if([EAGLContext currentContext] == m_context)
    [EAGLContext setCurrentContext:nil];
m_renderingEngine = nil;
m_timestamp = nil;
}

-(void) didRotate:(NSNotification *)notification{
UIDeviceOrientation orientation = [[UIDevice currentDevice] orientation];
m_renderingEngine->OnRotate((DeviceOrientation) orientation);
[self drawView:nil];
}

@end

AppDelegate.h

#import <UIKit/UIKit.h>
#import "GLView.h"

@class ViewController;

@interface AppDelegate : UIResponder <UIApplicationDelegate>{
UIWindow *m_window;
GLView *m_view;
}

@property (strong, nonatomic) IBOutlet UIWindow *m_window;

@end

最後に AppDelegate.mm

#import "AppDelegate.h"
#import "OpenGLVC.h"
#import <UIKit/UIKit.h>

@implementation AppDelegate

@synthesize m_window = _window;

- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
CGRect screenBounds = [[UIScreen mainScreen] bounds];
self.m_window = [[UIWindow alloc] initWithFrame:screenBounds];
m_view = [[GLView alloc] initWithFrame:screenBounds];
[m_window addSubview:m_view];
[application setStatusBarHidden:YES withAnimation:UIStatusBarAnimationNone];
OpenGLVC *oglvc = [[OpenGLVC alloc] init];
self.m_window.rootViewController = oglvc;
// Override point for customization after application launch.
[self.m_window makeKeyAndVisible];
return YES;
}

- (void)applicationWillResignActive:(UIApplication *)application
{
/*
 Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
 Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
 */
}

- (void)applicationDidEnterBackground:(UIApplication *)application
{
/*
 Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later. 
 If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
 */
}

- (void)applicationWillEnterForeground:(UIApplication *)application
{
/*
 Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
 */
}

- (void)applicationDidBecomeActive:(UIApplication *)application
{
/*
 Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
 */
}

- (void)applicationWillTerminate:(UIApplication *)application
{
/*
 Called when the application is about to terminate.
 Save data if appropriate.
 See also applicationDidEnterBackground:.
 */
}

@end
4

1 に答える 1

0

変更してみる

glVertexPointer(2,GL_FLOAT,4,&Vertices[0].Position);
glColorPointer(4,GL_FLOAT,2,&Vertices[0].Color);

glVertexPointer(2,GL_FLOAT,sizeof(Vertex),&Vertices[0].Position);
glColorPointer(4,GL_FLOAT,sizeof(Vertex),&Vertices[0].Color);

これら 2 つの関数の 3 番目の引数はストライド、つまり Vertices[0].Position と Vertices[1].Position の間のバイト オフセットの差です。

言い換えると、Vertices[i].Position に立っていて、Vertices[i+1].Position に立つために長いストライドを 1 回行った場合、ストライドの長さはバイト単位 (フロートではありません) である必要があります。Vertices[i].Position の最後から Vertices[i+1].Position の開始までスキップしなければならないギャップではありません。

また、ストライドは、float や int ではなく、常にバイトで表されます。

見る:

http://www.opengl.org/sdk/docs/man/xhtml/glVertexPointer.xml

http://www.opengl.org/sdk/docs/man/xhtml/glColorPointer.xml

于 2012-06-15T03:21:33.187 に答える