2015-11-08 163 views
1

如何以简单的方式修改下面的代码,以便绘制的线条不会在顶点之间插入颜色,我希望每个线段的顶点颜色[i]到顶点[i + 1]仅仅是顶点[i]的颜色。在绘制线条时关闭openGL中的颜色插值

#include <GL/glut.h> 
#include <vector> 
#include <cstdlib> 

struct Point 
{ 
    float x, y; 
    unsigned char r, g, b; 
}; 
std::vector<Point> points; 

void display(void) 
{ 
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 

    glMatrixMode(GL_PROJECTION); 
    glLoadIdentity(); 
    glOrtho(-50, 50, -50, 50, -1, 1); 

    glMatrixMode(GL_MODELVIEW); 
    glLoadIdentity(); 

    // draw 
    glColor3ub(255, 255, 255); 
    glEnableClientState(GL_VERTEX_ARRAY); 
    glEnableClientState(GL_COLOR_ARRAY); 
    glVertexPointer(2, GL_FLOAT, sizeof(Point), &points[0].x); 
    glColorPointer(3, GL_UNSIGNED_BYTE, sizeof(Point), &points[0].r); 
    glLineWidth(3.0); 
    glPointSize(3.0); 
    glDrawArrays(GL_LINE_STRIP, 0, points.size()); 
    glDisableClientState(GL_VERTEX_ARRAY); 
    glDisableClientState(GL_COLOR_ARRAY); 

    glFlush(); 
    glutSwapBuffers(); 
} 

void reshape(int w, int h) 
{ 
    glViewport(0, 0, w, h); 
} 

int main(int argc, char **argv) 
{ 
    glutInit(&argc, argv); 
    glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE); 

    glutInitWindowSize(640,480); 
    glutCreateWindow("Random Points"); 

    glutDisplayFunc(display); 
    glutReshapeFunc(reshape); 

    for(size_t i = 0; i < 4; ++i) 
    { 
     Point pt; 
     pt.x = 0; 
     pt.y = 0; 
     pt.r = rand() % 255; 
     pt.g = rand() % 255; 
     pt.b = rand() % 255; 
     //pt.a = 255; 
     points.push_back(pt); 
    } 

    points[1].x=20; 
    points[1].y=20; 
    points[2].x=10; 
    points[2].y=40; 
    points[3].x=20; 
    points[3].y=40; 

    glutMainLoop(); 
    return 0; 
} 

电流输出:enter image description here

+0

您需要在终点上“翻倍”。每条线段应以与其开始时相同的颜色结束。这意味着在两条线段连接的情况下,您将有两个具有相同坐标但具有不同颜色的点。一个用于行的末尾,另一个用于新行的开始。或者定位一个更新的OpenGL版本并编写你自己的着色器。 –

回答

3

这是因为OpenGL的默认使用平滑阴影。

glShadeModel(GL_SMOOTH) 

只需指定在绘制之前必须使用平面着色。

glShadeModel(GL_FLAT); 

您的固定代码。

#include <GL/glut.h> 
#include <vector> 
#include <cstdlib> 

struct Point 
{ 
    float x, y; 
    unsigned char r, g, b; 
}; 
std::vector<Point> points; 

void display(void) 
{ 
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 

    glShadeModel(GL_FLAT); // Here we specify to use flat shading. 

    glMatrixMode(GL_PROJECTION); 
    glLoadIdentity(); 
    glOrtho(-50, 50, -50, 50, -1, 1); 

    glMatrixMode(GL_MODELVIEW); 
    glLoadIdentity(); 

    // draw 
    glColor3ub(255, 255, 255); 
    glEnableClientState(GL_VERTEX_ARRAY); 
    glEnableClientState(GL_COLOR_ARRAY); 
    glVertexPointer(2, GL_FLOAT, sizeof(Point), &points[0].x); 
    glColorPointer(3, GL_UNSIGNED_BYTE, sizeof(Point), &points[0].r); 
    glLineWidth(3.0); 
    glPointSize(3.0); 
    glDrawArrays(GL_LINE_STRIP, 0, points.size()); 
    glDisableClientState(GL_VERTEX_ARRAY); 
    glDisableClientState(GL_COLOR_ARRAY); 

    glFlush(); 
    glutSwapBuffers(); 
} 

void reshape(int w, int h) 
{ 
    glViewport(0, 0, w, h); 
} 

int main(int argc, char **argv) 
{ 
    glutInit(&argc, argv); 
    glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE); 

    glutInitWindowSize(640,480); 
    glutCreateWindow("Random Points"); 

    glutDisplayFunc(display); 
    glutReshapeFunc(reshape); 

    for(size_t i = 0; i < 4; ++i) 
    { 
     Point pt; 
     pt.x = 0; 
     pt.y = 0; 
     pt.r = rand() % 255; 
     pt.g = rand() % 255; 
     pt.b = rand() % 255; 
     //pt.a = 255; 
     points.push_back(pt); 
    } 

    points[1].x=20; 
    points[1].y=20; 
    points[2].x=10; 
    points[2].y=40; 
    points[3].x=20; 
    points[3].y=40; 

    glutMainLoop(); 
    return 0; 
} 

结果会是。 enter image description here