2016-05-06 174 views
0

有人可以帮助我理解为什么下面的代码在Quad前面显示三角形?对于gluLookAt(10, 10, 60, 0, 0, 0, 0, 1, 0)glOrtho(-30, 30, -30, 30, 0, 90)OpenGL中的内置多边形裁剪

预期输出:由于三角形的“z”值小于四边形,观察者在+ ive'z'轴上位于60单位。因此,矩形应该作为一个整体可见,并且只能看到三角形的几个部分。所有的

glBegin(GL_QUADS); 
    glColor3f(1, 1, 1); 
    glVertex3f(10, 10, 15); glVertex3f(20, 10, 15); glVertex3f(20, 20, 15); glVertex3f(10, 20, 15); 
glEnd(); 

glBegin(GL_TRIANGLES); 
    glColor3f(0, 1, 0); 

    glVertex3f(0, 0, 0); 
    glVertex3f(22, 14, 0); 
    glVertex3f(16, 22, 0); 
glEnd(); 

回答

1

首先,你的问题是完全无关的剪裁 - 修剪装置计算对一些剪辑区域或剪辑音量的primitves的交集。

该三角确实出现,因为您在之后绘制了四。默认情况下,OpenGL不会应用任何visibility algorithms。但是,OpenGL确实支持depth testZ buffer algorithm

+0

完全同意..它是可见的表面检测问题..现在如何使用深度测试得到正确的结果? – Bhupendra

0

因此,最后我得到了答案。 它需要添加几行代码。

  1. 在初始化步骤

    glClearDepth(1.0F)添加低于3线; glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST);

  2. 初始化显示模式添加深度信息(GLUT_DEPTH),如下

    glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGB);

下面是显示一个矩形的完整代码,后面是一个traingle。

#include <GL/glut.h> 
#include <stdlib.h> 
#include <math.h> 
#include<iostream> 

using namespace std; 

void FPS(void); 

GLint gFramesPerSecond = 0; 
int TIMER_SPEED = 10000; 

float i = 40; 
void display(void) 
{ 
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 
    glLoadIdentity(); 

    gluLookAt(10, 10, i-=.2, 10, 10, -10, 0, 1, 0); 

    glBegin(GL_LINES); 
     glColor3f(1, 0, 0); 
     glVertex3f(0, 0, 0); glVertex3f(20, 0, 0); 

     glColor3f(0, 1, 0); 
     glVertex3f(0, 0, 0); glVertex3f(0, 20, 0); 

     glColor3f(0, 0, 1); 
     glVertex3f(0, 0, 0); glVertex3f(0, 0, 50); 
    glEnd(); 

    glBegin(GL_QUADS); 
     glColor3f(1, 1, 1); 
     glVertex3f(10, 10, 10); glVertex3f(20, 10, 15); glVertex3f(20, 20, 15); glVertex3f(10, 20, 15); 
    glEnd(); 

    glBegin(GL_TRIANGLES); 
     glColor3f(0, 1, 0); 

     glVertex3f(12, 12, 20); 
     glVertex3f(22, 14, 12); 
     glVertex3f(16, 22, 12); 
    glEnd(); 
    glutSwapBuffers(); 
} 

void timer(int v) 
{ 
    static GLfloat u = 0.0; 
    u += 0.01; 
    glutTimerFunc(TIMER_SPEED/60.0, timer, ++v); 
    display(); 
} 

void Init(void) 
{ 
    glClearColor(0.0, 0.0, 0.0, 0.0); 
    glClearDepth(1.0f); 
    glDepthFunc(GL_LESS); 
    glEnable(GL_DEPTH_TEST); 
} 

void Resize(int width, int height) 
{ 
    glViewport(0, 0, width, height); 
    glMatrixMode(GL_PROJECTION); 
    glLoadIdentity(); 
    glFrustum(-15, 30, -15, 30, 15, 40); 
    glMatrixMode(GL_MODELVIEW); 
    glLoadIdentity(); 
} 

int main(int argc, char **argv) 
{ 
    glutInit(&argc, argv); 
    glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGB); 
    glutInitWindowSize(640, 480); 
    glutInitWindowPosition(200, 200); 
    glutCreateWindow("3D Object in OpenGL"); 

    glutKeyboardFunc(myKeyboard); 
    Init(); 
    glutDisplayFunc(display); 
    glutReshapeFunc(Resize); 
    glutTimerFunc(100, timer, 0); 
    glutMainLoop(); 
    return 0; 
}