openGL系列文章目录
前言
vs2019语法报错:
c26451:算式溢出:使用4字节值上的运算符*,然后将结果转换到8字节值。在调用运算符*之前将值强制转换为宽类型可避免溢出(io.2)
一、错误原因
在c++语法中计算使用glsl(着色器编程语法)会报错,
float toRadians(float degrees)
{
return (degrees * 2.f * 3.14 * pai / 360.0f);
}
二、解决
把上面的 2.f修改成2.0f
float toRadians(float degrees)
{
return (degrees * 2.0f * 3.14 * pai / 360.0f);
}
例子
#include "glew/glew.h"
#include "glfw/glfw3.h"
#include "glm/glm.hpp"
#include "glm/gtc/matrix_transform.hpp"
#include "glm/gtc/type_ptr.hpp"
#include "camera.h"
#include "Utils.h"
#include "Torus.h"
#include <iostream>
#include <string>
#include <fstream>
using namespace std;
static const float pai = 3.1415926;
float toRadians(float degrees)
{
return (degrees * 2.0f * 3.14 * pai / 360.0f);
}
static const int screen_width = 1920;
static const int screen_height = 1080;
int width = 0;
int height = 0;
float aspect = 0.f;
GLuint renderingProgram = 0;
static const int numVAOs = 1;
static const int numVBOs = 4;
GLuint vao[numVAOs] = { 0 };
GLuint vbo[numVBOs] = { 0 };
Torus myTorus(0.5f, 0.2f, 48);
int numTorusVertices = myTorus.getNumVertices();
int numTorusIndices = myTorus.getNumIndices();
float torusLocX = 0.f, torusLocY = 0.f, torusLocZ = 0.f;
Camera camera(glm::vec3(0.f, 0.f, 1.f));
float cameraX = 0.f, cameraY = 0.f, cameraZ = 0.f;
glm::mat4 mMat(1.f), vMat(1.f), pMat(1.f), mvMat(1.f), invTrMat(1.f), rMat(1.f);
glm::vec3 currentLightPos(0.f), transformed(0.f);
float lightPos[3] = { 0.f };
glm::vec3 lightLoc = glm::vec3(5.f, 2.f, 2.f);
float amt = 0.f; //y轴旋转分量
// variable allocation for display
GLuint mvLoc = 0, projLoc = 0, nLoc = 0;
GLuint globalAmbLoc = 0, ambLoc = 0, diffLoc = 0, specLoc = 0, posLoc = 0, mAmbLoc = 0, mDiffLoc = 0, mSpecLoc = 0, mShinLoc = 0;
float lastFrame = 0.f;
float deltaTime = 0.f;
//white light
float globalAmbient[4] = { 0.7f, 0.7f, 0.7f, 1.f };
float lightAmbient[4] = { 0.f, 0.f, 0.f, 1.f };
float lightDiffuse[4] = { 1.f, 1.f, 1.f, 1.f };
float lightSpecular[4] = { 1.f, 1.f, 1.f, 1.f };
// gold material
float* matAmb = Utils::goldAmbient();
float* matDiff = Utils::goldDiffuse();
float* matSpec = Utils::goldSpecular();
float matShin = Utils::goldShininess();
void installLights(glm::mat4 vMatrix)
{
transformed = glm::vec3(vMatrix * glm::vec4(currentLightPos, 1.f));
lightPos[0] = transformed.x;
lightPos[1] = transformed.y;
lightPos[2] = transformed.z;
// get the locations of the light and material fields in the shader
globalAmbLoc = glGetUniformLocation(renderingProgram, "globalAmbient");
ambLoc = glGetUniformLocation(renderingProgram, "light.ambient");
diffLoc = glGetUniformLocation(renderingProgram, "light.diffuse");
specLoc = glGetUniformLocation(renderingProgram, "light.specular");
posLoc = glGetUniformLocation(renderingProgram, "light.position");
mAmbLoc = glGetUniformLocation(renderingProgram, "material.ambient");
mDiffLoc = glGetUniformLocation(renderingProgram, "material.diffuse");
mSpecLoc = glGetUniformLocation(renderingProgram, "material.specular");
mShinLoc = glGetUniformLocation(renderingProgram, "material.shininess");
// set the uniform light and material values in the shader
glProgramUniform4fv(renderingProgram, globalAmbLoc, 1, globalAmbient);
glProgramUniform4fv(renderingProgram, ambLoc, 1, lightAmbient);
glProgramUniform4fv(renderingProgram, diffLoc, 1, lightDiffuse);
glProgramUniform4fv(renderingProgram, specLoc, 1, lightSpecular);
glProgramUniform3fv(renderingProgram, posLoc, 1, lightPos);
glProgramUniform4fv(renderingProgram, mAmbLoc, 1, matAmb);
glProgramUniform4fv(renderingProgram, mDiffLoc, 1, matDiff);
glProgramUniform4fv(renderingProgram, mSpecLoc, 1, matSpec);
glProgramUniform1f(renderingProgram, mShinLoc, matShin);
}
void setupVertices(void)
{
vector<int> ind = myTorus.getIndices();
vector<glm::vec3> vert = myTorus.getVertices();
vector<glm::vec2> tex = myTorus.getTexCoords();
vector<glm::vec3> norm = myTorus.getNormals();
vector<float> pValues;
vector<float> tValues;
vector<float> nValues;
for (int i=0; i<myTorus.getNumVertices(); i++)
{
pValues.push_back(vert[i].x);
pValues.push_back(vert[i].y);
pValues.push_back(vert[i].z);
tValues.push_back(tex[i].s);
tValues.push_back(tex[i].t);
nValues.push_back(norm[i].x);
nValues.push_back(norm[i].y);
nValues.push_back(norm[i].z);
}
glGenVertexArrays(numVAOs, vao);
glBindVertexArray(vao[0]);
glGenBuffers(numVBOs, vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glBufferData(GL_ARRAY_BUFFER, pValues.size() * sizeof(float), &(pValues[0]), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
glBufferData(GL_ARRAY_BUFFER, tValues.size() * sizeof(float), &(tValues[0]), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vbo[2]);
glBufferData(GL_ARRAY_BUFFER, nValues.size() * sizeof(float), &(nValues[0]), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[3]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, ind.size() * sizeof(int), &ind[0], GL_STATIC_DRAW);
}
void init(GLFWwindow* window)
{
renderingProgram = Utils::createShaderProgram("GouraudShaders/vertShader.glsl", "GouraudShaders/fragShader.glsl");
glfwGetFramebufferSize(window, &width, &height);
aspect = (float)width / (float)height;
pMat = glm::perspective(glm::radians(45.f), aspect, 0.01f, 1000.f);
cameraX = 0.f, cameraY = 0.f, cameraZ = 1.f;
torusLocX = 0.f; torusLocY = 0.f; torusLocZ = -1.f;
setupVertices();
}
void display(GLFWwindow* window, double currentTime)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.f, 1.f, 1.f, 1.f);
glUseProgram(renderingProgram);
mvLoc = glGetUniformLocation(renderingProgram, "mv_matrix");
projLoc = glGetUniformLocation(renderingProgram, "proj_matrix");
nLoc = glGetUniformLocation(renderingProgram, "norm_matrix");
vMat = glm::translate(glm::mat4(1.f), glm::vec3(cameraX, cameraY, -cameraZ));
mMat = glm::translate(glm::mat4(1.f), glm::vec3(torusLocX, torusLocY, torusLocZ));
mMat *= glm::rotate(mMat, glm::radians(45.f), glm::vec3(1.f, 0.f, 0.f));
currentLightPos = glm::vec3(lightLoc.x, lightLoc.y, lightLoc.z);
amt += 0.5f;
rMat = glm::rotate(glm::mat4(1.f), glm::radians(amt), glm::vec3(0.f, 0.f, 1.f));
currentLightPos = glm::vec3(rMat * glm::vec4(currentLightPos, 1.f));
installLights(vMat);
mvMat = vMat * mMat;
/**这里为什么要用转置矩阵?因为模型顶点需要变换到视觉空间,而且法线也需要变换到视觉空间。
直接对法向量应用MV 矩阵不能保证法向量依然与物体表面垂直。正确的变换是MV 的逆转置矩阵**/
invTrMat = glm::transpose(glm::inverse(mvMat));
//更改一个uniform矩阵变量或数组的值。要更改的uniform变量的位置由location指定,location的值应该由glGetUniformLocation函数返回
// 将透视矩阵和MV 矩阵复制给相应的统一变量
/*通过一致变量(uniform修饰的变量)引用将一致变量值传入渲染管线。
location : uniform的位置。
count : 需要加载数据的数组元素的数量或者需要修改的矩阵的数量。
transpose : 指明矩阵是列优先(column major)矩阵(GL_FALSE)还是行优先(row major)矩阵(GL_TRUE)。
value : 指向由count个元素的数组的指针。
*/
glUniformMatrix4fv(mvLoc, 1, GL_FALSE, glm::value_ptr(mvMat));
glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(pMat));
glUniformMatrix4fv(nLoc, 1, GL_FALSE, glm::value_ptr(invTrMat));
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
//指定了渲染时索引值为 index 的顶点属性数组的数据格式和位置
/*Parameters
index
指定要修改的顶点属性的索引值
size
指定每个顶点属性的组件数量。必须为1、2、3或者4。初始值为4。(梦维:如position是由3个(x, y, z)组成,而颜色是4个(r, g, b, a))
type
指定数组中每个组件的数据类型。可用的符号常量有GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_FIXED, 和 GL_FLOAT,初始值为GL_FLOAT。
normalized
指定当被访问时,固定点数据值是否应该被归一化(GL_TRUE)或者直接转换为固定点值(GL_FALSE)。
stride
指定连续顶点属性之间的偏移量。如果为0,那么顶点属性会被理解为:它们是紧密排列在一起的。初始值为0。
pointer
指定一个指针,指向数组中第一个顶点属性的第一个组件。初始值为0。
*/
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, vbo[2]);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(2);
glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[3]);
glDrawElements(GL_TRIANGLES, numTorusIndices, GL_UNSIGNED_INT, 0);
}
void window_size_callback(GLFWwindow* window, int newWidth, int newHeight)
{
aspect = (float)newWidth / (float)newHeight;
glViewport(0, 0, newWidth, newHeight);
pMat = glm::perspective(glm::radians(45.f), aspect, 0.01f, 1000.f);
}
int main(int argc, char** argv)
{
int glfwState = glfwInit();
if (glfwState == GLFW_FALSE)
{
cout << "GLFW initialize failed,invoke glfwInit()......Error file:" << __FILE__ << "......Error line:" << __FILE__ << endl;
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
glfwWindowHint(GLFW_OPENGL_CORE_PROFILE, GLFW_OPENGL_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_TRUE);
GLFWwindow* window = glfwCreateWindow(screen_width, screen_height, "Light ads gouraud", nullptr, nullptr);
if (!window)
{
cout << "GLFW create window failed,invoke glfwCreateWindow()......Error file:" << __FILE__ << "......Error line:" << __LINE__ << endl;
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwMakeContextCurrent(window);
int glewState = glewInit();
if (glewState != GLEW_OK)
{
cout << "GLEW initialize failed,invoke glewInit()......Error file:" << __FILE__ << "......Error line:" << __LINE__ << endl;
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwSwapInterval(1);
glfwSetWindowSizeCallback(window, window_size_callback);
init(window);
while (!glfwWindowShouldClose(window))
{
display(window, glfwGetTime());
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
exit(EXIT_SUCCESS);
return 0;
}