当我的 OpenGL 场景 3D 超出“3D 视口深度”时,它会变成全黑,但我没有成功增加“相机深度远值”的值
如果你想在代码块中进行C/C,这是我的完整代码
#include <windows.h>
#include <gl/gl.h>
#include <stdio.h>
LRESULT CALLBACK WindowProc(HWND, UINT, WPARAM, LPARAM);
void EnableOpenGL(HWND hwnd, HDC*, HGLRC*);
void DisableOpenGL(HWND, HDC, HGLRC);
float relx = 0.0f;
float relz = 0.0f;
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
WNDCLASSEX wcex;
HWND hwnd;
HDC hDC;
HGLRC hRC;
MSG msg;
BOOL bQuit = FALSE;
float theta = 0.0f;
/* register window class */
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_OWNDC;
wcex.lpfnWndProc = WindowProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
wcex.lpszMenuName = NULL;
wcex.lpszClassName = "GLSample";
wcex.hIconSm = LoadIcon(NULL, IDI_APPLICATION);;
if (!RegisterClassEx(&wcex))
return 0;
/* create main window */
hwnd = CreateWindowEx(0,
"GLSample",
"OpenGL Sample",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT,
CW_USEDEFAULT,
1024,
768,
NULL,
NULL,
hInstance,
NULL);
ShowWindow(hwnd, nCmdShow);
/* enable OpenGL for the window */
EnableOpenGL(hwnd, &hDC, &hRC);
/* program main loop */
while (!bQuit)
{
/* check for messages */
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
/* handle or dispatch messages */
if (msg.message == WM_QUIT)
{
bQuit = TRUE;
}
else
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
else
{
/* OpenGL animation code goes here */
glViewport(0,0,1280,720);
glDepthRange(0,100000);
glEnable(GL_DEPTH_TEST);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(relx, 0,1,0);
glRotatef(-10, 1,0,0);
glTranslatef(-0.5, -0.75f, relz);
glBegin(GL_QUADS);
glColor3f(1.0f, 0.0f, 0.0f); glVertex3f(0,0,0);
glColor3f(1.0f, 0.0f, 0.0f); glVertex3f(1,0,0);
glColor3f(1.0f, 0.0f, 0.0f); glVertex3f(1,1,0);
glColor3f(1.0f, 0.0f, 0.0f); glVertex3f(0,1,0);
glEnd();
glBegin(GL_QUADS);
glColor3f(0.0f, 0.0f, 1.0f); glVertex3f(0,0,1);
glColor3f(0.0f, 0.0f, 1.0f); glVertex3f(1,0,1);
glColor3f(0.0f, 0.0f, 1.0f); glVertex3f(1,1,1);
glColor3f(0.0f, 0.0f, 1.0f); glVertex3f(0,1,1);
glEnd();
glBegin(GL_QUADS);
glColor3f(0.0f, 1.0f, 1.0f); glVertex3f(0,1,0);
glColor3f(0.0f, 1.0f, 1.0f); glVertex3f(1,1,0);
glColor3f(0.0f, 1.0f, 1.0f); glVertex3f(1,1,1);
glColor3f(0.0f, 1.0f, 1.0f); glVertex3f(0,1,1);
glEnd();
glBegin(GL_QUADS);
glColor3f(1.0f, 0.0f, 1.0f); glVertex3f(0,0,0);
glColor3f(1.0f, 0.0f, 1.0f); glVertex3f(1,0,0);
glColor3f(1.0f, 0.0f, 1.0f); glVertex3f(1,0,1);
glColor3f(1.0f, 0.0f, 1.0f); glVertex3f(0,0,1);
glEnd();
glBegin(GL_QUADS);
glColor3f(1.0f, 1.0f, 1.0f); glVertex3f(0,0,0);
glColor3f(1.0f, 1.0f, 1.0f); glVertex3f(0,1,0);
glColor3f(1.0f,1.0f, 1.0f); glVertex3f(0,1,1);
glColor3f(1.0f, 1.0f, 1.0f); glVertex3f(0,0,1);
glEnd();
glBegin(GL_QUADS);
glColor3f(1.0f, 1.0f, 0.0f); glVertex3f(1,0,0);
glColor3f(1.0f, 1.0f, 0.0f); glVertex3f(1,1,0);
glColor3f(1.0f, 1.0f, 0.0f); glVertex3f(1,1,1);
glColor3f(1.0f, 1.0f, 0.0f); glVertex3f(1,0,1);
glEnd();
glPopMatrix();
SwapBuffers(hDC);
theta += 1.0f;
Sleep (1);
}
}
/* shutdown OpenGL */
DisableOpenGL(hwnd, hDC, hRC);
/* destroy the window explicitly */
DestroyWindow(hwnd);
return msg.wParam;
}
LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg)
{
case WM_CLOSE:
PostQuitMessage(0);
break;
case WM_DESTROY:
return 0;
case WM_KEYDOWN:
{
switch (wParam)
{
case VK_ESCAPE:
PostQuitMessage(0);
break;
case VK_LEFT:
relx += 1;
break;
case VK_RIGHT:
relx -= 1;
break;
case VK_UP:
relz += 0.1;
break;
case VK_DOWN:
relz -= 0.1;
break;
}
}
break;
default:
return DefWindowProc(hwnd, uMsg, wParam, lParam);
}
return 0;
}
void EnableOpenGL(HWND hwnd, HDC* hDC, HGLRC* hRC)
{
PIXELFORMATDESCRIPTOR pfd;
int iFormat;
/* get the device context (DC) */
*hDC = GetDC(hwnd);
/* set the pixel format for the DC */
ZeroMemory(&pfd, sizeof(pfd));
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW |
PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 24;
pfd.cDepthBits = 160000000;
pfd.iLayerType = PFD_DIRECT3D_ACCELERATED;
iFormat = ChoosePixelFormat(*hDC, &pfd);
SetPixelFormat(*hDC, iFormat, &pfd);
/* create and enable the render context (RC) */
*hRC = wglCreateContext(*hDC);
wglMakeCurrent(*hDC, *hRC);
}
void DisableOpenGL (HWND hwnd, HDC hDC, HGLRC hRC)
{
wglMakeCurrent(NULL, NULL);
wglDeleteContext(hRC);
ReleaseDC(hwnd, hDC);
}
我尝试过
glDepthRange(0,100000);
但不成功,如果太远我的3D立方体会变黑,我想增加“太远”的值
更改 glDepthRange 不会执行任何操作。您需要利用投影矩阵来实现您的目标。