【问题标题】:Draw 2D and 3D in the same OpenGL window在同一个 OpenGL 窗口中绘制 2D 和 3D
【发布时间】:2016-07-27 11:15:38
【问题描述】:

我正在使用 OpenGL 创建一个 3D 游戏,我想在窗口顶部制作一个工具栏。为此,我尝试使用 SDL 绘制按钮并使用 OpenGL 绘制实际游戏。这是我的代码的相关部分:

void openMainWindow(){
    SDL_Surface *screen;
    SDL_Event event;
    SDL_Rect position;
    SDL_Init(SDL_INIT_VIDEO);
    putenv("SDL_VIDEO_CENTERED=center");
    SDL_WM_SetCaption("Example",NULL);
    SDL_WM_SetIcon(IMG_Load("icon.png"),NULL);
    screen = SDL_SetVideoMode(832,487,32,SDL_HWSURFACE | SDL_OPENGL);
    glLoadIdentity();
    gluPerspective(70,(double)832/487,1,1000);
    //Some things to initialize the window
    int continue = 1;
    while(continue){
        SDL_PollEvent(&event);
        switch(event.type){
            //Events
        }
        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glBegin(GL_QUADS);
            //Draw a square
        glEnd();
        //Draw more things the same way
        glFlush();
        SDL_GL_SwapBuffers();
        SDL_Surface *button1 = SDL_CreateRGBSurface(SDL_HWSURFACE,50,50,32,0,0,0,0);
        SDL_FillRect(button1,NULL,SDL_MapRGB(screen->format,50,50,50);
        position.x = 8;
        position.y = 8;
        SDL_BlitSurface(button1,NULL,screen,&position);
        SDL_Flip(screen);
    }
    SDL_Quit();
}

这样做的问题是,当调用这个函数时,进程结束并返回3(这意味着有错误)。所以我试着像这样用 OpenGL 绘制按钮:

void openMainWindow(){
    //Everything before the while loop is the same as in the other code
    int continue = 1;
    while(continue){
        SDL_PollEvent(&event);
        switch(event.type){
            //Events
        }
        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glBegin(GL_QUADS);
            //Draw a square
        glEnd();
        //Draw more things the same way
        glDisable(GL_DEPTH_TEST);
        glLoadIdentity();
        glBegin(GL_QUADS);    //Draw the button
            glColor3ub(50,50,50);
            glVertex2d(-0.5,-0.5);
            glVertex2d(-0.5,0.5);
            glVertex2d(0.5,0.5);
            glVertex2d(0.5,-0.5);
        glEnd();
        glEnable(GL_DEPTH_TEST);
        glFlush();
        SDL_GL_SwapBuffers();
    }
    SDL_Quit();
}

我知道第二个代码应该使窗口中的按钮居中,但我使用此代码只是为了测试它是否有效(它没有,这就是我发布这个问题的原因)。

使用第二个代码,3D 事物按应有的方式出现在窗口中,但我看不到任何按钮。如何在 3D OpenGL 窗口中放置 2D 按钮?

【问题讨论】:

  • 您使用的是什么类型的投影?我会切换到 ui 的正字法。
  • @BDL 我真的不知道你所说的投影是什么意思,因为我是 OpenGL 的初学者,但你可能可以看到我在代码中使用的投影类型。如果没有,你可以告诉我如何找到。
  • 有一个身份投影(透视项目是用gluPerspective设置的,但随后立即用glLoadIdentity删除)。我在第二个代码中没有看到明显的错误(第一个是不同的故事 - 它不可能工作),但是由于 GL 是一个状态机,在给定代码之前可能会发生很多变化的状态并影响其执行(像背面剔除)。我建议发布最小的完整示例来说明您的问题。更好的解决方案是使用例如apitrace 来调试你的问题。

标签: c opengl 3d 2d sdl


【解决方案1】:

第二个代码在绘制 2D 按钮之前添加以下代码:

glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glDisable(GL_DEPTH_TEST);
glLoadIdentity();

以及在绘制二维按钮之后的以下代码:

glEnable(GL_DEPTH_TEST);
gluPerspective(70,(double)640/480,0.5,INFINITE);   //These parameters have to be the same as the ones used for gluPerspective when initializing the 3D
gluLookAt(0,0,3,1,0,3,0,0,0.01);    //Where you want to position the camera and where you want to look at
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();

下面是完整的代码:

void openMainWindow(){
    //Everything before the while loop is the same as in the other code
    int continue = 1;
    while(continue){
        SDL_PollEvent(&event);
        switch(event.type){
            //Events
        }
        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glBegin(GL_QUADS);
            //Draw a square
        glEnd();
        //Draw more things the same way
        glLoadIdentity();
        glMatrixMode(GL_PROJECTION);
        glDisable(GL_DEPTH_TEST);
        glLoadIdentity();
        glBegin(GL_QUADS);    //Draw the button
            glColor3ub(50,50,50);
            glVertex2d(-0.5,-0.5);
            glVertex2d(-0.5,0.5);
            glVertex2d(0.5,0.5);
            glVertex2d(0.5,-0.5);
        glEnd();
        glEnable(GL_DEPTH_TEST);
        gluPerspective(70,(double)640/480,0.5,INFINITE);   //These parameters have to be the same as the ones used for gluPerspective when initializing the 3D
        gluLookAt(0,0,3,1,0,3,0,0,0.01);    //Where you want to position the camera and where you want to look at
        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();
        glFlush();
        SDL_GL_SwapBuffers();
    }
    SDL_Quit();
}

【讨论】:

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