2014-01-24 39 views
-1

我正试图在OpenGL场景中开发一个3D复飞。Raypicking跟踪球问题

我有一个工作的OBJ装载机与轨迹球。

char*  model_file = NULL;  /* name of the obect file */ 
GLuint  model_list = 0;  /* display list for object */ 
GLMmodel* model;    /* glm model data structure */ 
GLfloat scale;    /* original scale factor */ 
GLfloat smoothing_angle = 90.0; /* smoothing angle */ 
GLfloat weld_distance = 0.00001; /* epsilon for welding vertices */ 
GLboolean facet_normal = GL_FALSE; /* draw with facet normal? */ 
GLboolean bounding_box = GL_FALSE; /* bounding box on? */ 
GLboolean spheres = GL_FALSE; 
GLboolean performance = GL_FALSE; /* performance counter on? */ 
GLboolean stats = GL_FALSE;  /* statistics on? */ 
GLuint  material_mode = 0;  /* 0=none, 1=color, 2=material, 3=texture */ 
GLint  entries = 0;   /* entries in model menu */ 
GLdouble pan_x = 0.0; 
GLdouble pan_y = 0.0; 
GLdouble pan_z = 0.0; 
char texnames[1][64] = {"foto_rgb.ppm"}; 
//char texnames[1][64] = {"grid.ppm"}; 
GLint w,h; 
GLubyte* texture; 

void convert2dto3D(int mouseX, int mouseY){ 
    double matModelView[16], matProjection[16]; 
    int viewport[4]; 

    glGetDoublev(GL_MODELVIEW_MATRIX, matModelView); 
    glGetDoublev(GL_PROJECTION_MATRIX, matProjection); 
    glGetIntegerv(GL_VIEWPORT, viewport); 


    double winX = (double)mouseX; 
    double winY = viewport[3] - (double)mouseY; 

    gluUnProject(winX, winY, 0.0, matModelView, matProjection, 
       viewport, &m_start.x, &m_start.y, &m_start.z); 

    gluUnProject(winX, winY, 1.0, matModelView, matProjection, 
       viewport, &m_end.x, &m_end.y, &m_end.z); 

    //printf("Coordinata 2D %d %d\nCoordinata camera far: %f %f %f\n", mouseX, mouseY, m_end.x, m_end.y, m_end.z); 
    //printf("Coordinate camera near: %f %f %f\n", m_start.x, m_start.y, m_start.z); 
    //fflush(stdout); 

    mouseClicked = GL_TRUE; 

    Vector3d nearPoint(m_start.x, m_start.y, m_start.z); 
    Vector3d farPoint(m_end.x, m_end.y, m_end.z); 

    Vector3d ray = farPoint - nearPoint; 

} 

void line (void) { 

    glLineWidth(10); 
    //glPointSize(50.2); 
    glColor3f(0.0f, 1.0f, 0.0f);  
    glBegin(GL_LINES); 
     glVertex3f(m_start.x, m_start.y, m_start.z); 
     glVertex3f(m_end.x, m_end.y, m_end.z); 
    glEnd(); 
    glColor3f(1.0f,1.0f,1.0f); 
    glLineWidth(1); 

} 


void lists(void){ 
    GLfloat ambient[] = { 0.2, 0.2, 0.2, 1.0 }; 
    GLfloat diffuse[] = { 0.8, 0.8, 0.8, 1.0 }; 
    GLfloat specular[] = { 0.0, 0.0, 0.0, 1.0 }; 
    GLfloat shininess = 65.0; 

    glMaterialfv(GL_FRONT, GL_AMBIENT, ambient); 
    glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse); 
    glMaterialfv(GL_FRONT, GL_SPECULAR, specular); 
    glMaterialf(GL_FRONT, GL_SHININESS, shininess); 

    if (model_list) 
     glDeleteLists(model_list, 1); 

    glDisable(GL_TEXTURE_2D); 
    /* generate a list */ 
    switch (material_mode) 
    { 
    case 0: 
     if (facet_normal) 
      model_list = glmList(model, GLM_FLAT); 
     else 
      model_list = glmList(model, GLM_SMOOTH); 
    break; 
    case 1: 
     if (facet_normal) 
      model_list = glmList(model, GLM_FLAT | GLM_COLOR); 
     else 
      model_list = glmList(model, GLM_SMOOTH | GLM_COLOR); 
    break; 
    case 2: 
     if (facet_normal) 
      model_list = glmList(model, GLM_FLAT | GLM_MATERIAL); 
     else 
      model_list = glmList(model, GLM_SMOOTH | GLM_MATERIAL); 
    break; 
    case 3: 
     glEnable(GL_TEXTURE_2D); 
     model_list = glmList(model, GLM_TEXTURE); 
//  glDisable(GL_TEXTURE_2D); 
    break; 
    } 
} 

void init(void){ 
    gltbInit(GLUT_LEFT_BUTTON); 

    /* read in the model */ 
    model = glmReadOBJ(model_file); 
    scale = glmUnitize(model); 
    glmFacetNormals(model); 
    glmVertexNormals(model, smoothing_angle); 

    if (model->nummaterials > 0) 
     material_mode = 2; 

    /* create new display lists */ 
    lists(); 

    glEnable(GL_LIGHTING); 
    glEnable(GL_LIGHT0); 
    glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE); 
    glEnable(GL_DEPTH_TEST); 
} 

void reshape(int width, int height){ 
    gltbReshape(width, height); 

    glViewport(0, 0, width, height); 

    glMatrixMode(GL_PROJECTION); 
    glLoadIdentity(); 
    gluPerspective(60.0, (GLfloat)height/(GLfloat)width, 1.0, 128.0); 
    glMatrixMode(GL_MODELVIEW); 
    glLoadIdentity(); 
    glTranslatef(0.0, 0.0, -3.0); 
} 

void display(void){ 
    static char s[256], t[32]; 
    static char* p; 
    static int frames = 0; 
    int i=0,j=0; 

    glClearColor(1.0, 1.0, 1.0, 1.0); 
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 

    glPushMatrix(); 

    glTranslatef(pan_x, pan_y, 0.0); 

    gltbMatrix(); 

    if(mouseClicked){ 
     line(); 
    } 

    glCallList(model_list); 

    glPopMatrix(); 

    glutSwapBuffers(); 
    glEnable(GL_LIGHTING); 
} 

static GLint  mouse_state; 
static GLint  mouse_button; 

void mouse(int button, int state, int x, int y){ 
    GLdouble model_project[4*4]; 
    GLdouble proj[4*4]; 
    GLint view[4]; 

    /* fix for two-button mice -- left mouse + shift = middle mouse */ 
    if (button == GLUT_LEFT_BUTTON && glutGetModifiers() & GLUT_ACTIVE_SHIFT) 
     button = GLUT_MIDDLE_BUTTON; 

    gltbMouse(button, state, x, y); 

    mouse_state = state; 
    mouse_button = button; 

    if (state == GLUT_DOWN && button == GLUT_MIDDLE_BUTTON) { 
     glGetDoublev(GL_MODELVIEW_MATRIX, model_project); 
     glGetDoublev(GL_PROJECTION_MATRIX, proj); 
     glGetIntegerv(GL_VIEWPORT, view); 

     gluProject((GLdouble)x, (GLdouble)y, 0.0, 
      model_project, proj, view, 
      &pan_x, &pan_y, &pan_z); 
     gluUnProject((GLdouble)x, (GLdouble)y, pan_z, 
      model_project, proj, view, 
      &pan_x, &pan_y, &pan_z); 
     pan_y = -pan_y; 
    } 

    if(button == GLUT_LEFT_BUTTON && state == GLUT_DOWN && glutGetModifiers() & GLUT_ACTIVE_CTRL) { 
     convert2dto3D(x,y); 
    } 
    else if(button == GLUT_WHEEL_UP){ // Wheel up 
     glmScale(model, 1.25); 
     lists(); 
    } 
    else if(button == GLUT_WHEEL_DOWN){ // Wheel down 
     glmScale(model, 0.8); 
     lists(); 
    } 

    glutPostRedisplay(); 
} 

void motion(int x, int y){ 
    GLdouble model[4*4]; 
    GLdouble proj[4*4]; 
    GLint view[4]; 

    gltbMotion(x, y); 


    glutPostRedisplay(); 
} 

int main(int argc, char** argv){ 
    int buffering = GLUT_DOUBLE; 
    struct dirent* direntp; 
    DIR* dirp; 
    int models; 

    glutInitWindowSize(512, 512); 
    glutInit(&argc, argv); 

    while (--argc) { 
     if (strcmp(argv[argc], "-sb") == 0) 
      buffering = GLUT_SINGLE; 
     else 
      model_file = argv[argc]; 
    } 

    if (!model_file) { 
//  model_file = "data/dolphins.obj"; 
     model_file = "data/boeing_2.obj"; 
    } 

    glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | buffering); 
    glutCreateWindow("Smooth"); 

    glutReshapeFunc(reshape); 
    glutDisplayFunc(display); 
    glutKeyboardFunc(keyboard); 
    glutMouseFunc(mouse); 
    glutMotionFunc(motion); 

/* Image data packed tightly. */ 
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1); 

    textures(); 

    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); 
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); 
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 
    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); 
// glEnable(GL_TEXTURE_2D); 

    models = glutCreateMenu(menu); 
    dirp = opendir(DATA_DIR); 
    if (!dirp) { 
     fprintf(stderr, "%s: can't open data directory.\n", argv[0]); 
    } else { 
     while ((direntp = readdir(dirp)) != NULL) { 
      if (strstr(direntp->d_name, ".obj")) { 
       entries++; 
       glutAddMenuEntry(direntp->d_name, -entries); 
      } 
     } 
     closedir(dirp); 
    } 


    init(); 

    glutMainLoop(); 
    return 0; 
} 

这里轨迹球的功能:

 /* 
    * Simple trackball-like motion adapted (ripped off) from projtex.c 
    * (written by David Yu and David Blythe). See the SIGGRAPH '96 
    * Advanced OpenGL course notes. 
    */ 


    #include <math.h> 
    #include <stdio.h> 
    #include <assert.h> 
    #include <GL/glut.h> 
    #include "gltb.h" 


    #define GLTB_TIME_EPSILON 10 


    static GLuint gltb_lasttime; 
    static GLfloat gltb_lastposition[3]; 

    static GLfloat gltb_angle = 0.0; 
    static GLfloat gltb_axis[3]; 
    static GLfloat gltb_transform[4][4]; 

    static GLuint gltb_width; 
    static GLuint gltb_height; 

    static GLint  gltb_button = -1; 
    static GLboolean gltb_tracking = GL_FALSE; 
    static GLboolean gltb_animate = GL_TRUE; 


    static void 
    _gltbPointToVector(int x, int y, int width, int height, float v[3]) 
    { 
     float d, a; 

     /* project x, y onto a hemi-sphere centered within width, height. */ 
     v[0] = (2.0 * x - width)/width; 
     v[1] = (height - 2.0 * y)/height; 
     d = sqrt(v[0] * v[0] + v[1] * v[1]); 
     v[2] = cos((3.14159265/2.0) * ((d < 1.0) ? d : 1.0)); 
     a = 1.0/sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); 
     v[0] *= a; 
     v[1] *= a; 
     v[2] *= a; 
    } 

    static void 
    _gltbAnimate(void) 
    { 
     glutPostRedisplay(); 
    } 

    void 
    _gltbStartMotion(int x, int y, int button, int time) 
    { 
     assert(gltb_button != -1); 

     gltb_tracking = GL_TRUE; 
     gltb_lasttime = time; 
     _gltbPointToVector(x, y, gltb_width, gltb_height, gltb_lastposition); 
    } 

    void 
    _gltbStopMotion(int button, unsigned time) 
    { 
     assert(gltb_button != -1); 

     gltb_tracking = GL_FALSE; 

     if (time - gltb_lasttime < GLTB_TIME_EPSILON && gltb_animate) { 
      glutIdleFunc(_gltbAnimate); 
     } else { 
     gltb_angle = 0; 
     if (gltb_animate) 
      glutIdleFunc(0); 
     } 
    } 

    void 
    gltbAnimate(GLboolean animate) 
    { 
     gltb_animate = animate; 
    } 

    void 
    gltbInit(GLuint button) 
    { 
     gltb_button = button; 
     gltb_angle = 0.0; 

     /* put the identity in the trackball transform */ 
     glPushMatrix(); 
     glLoadIdentity(); 
     glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat*)gltb_transform); 
     glPopMatrix(); 
    } 

    void 
    gltbMatrix(void) 
    { 
     assert(gltb_button != -1); 

     glPushMatrix(); 
     glLoadIdentity(); 
     glRotatef(gltb_angle, gltb_axis[0], gltb_axis[1], gltb_axis[2]); 
     glMultMatrixf((GLfloat*)gltb_transform); 
     glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat*)gltb_transform); 
     glPopMatrix(); 

     glMultMatrixf((GLfloat*)gltb_transform); 
    } 

    void 
    gltbReshape(int width, int height) 
    { 
     assert(gltb_button != -1); 

     gltb_width = width; 
     gltb_height = height; 
    } 

    void 
    gltbMouse(int button, int state, int x, int y) 
    { 
     assert(gltb_button != -1); 

     if (state == GLUT_DOWN && button == gltb_button) 
     _gltbStartMotion(x, y, button, glutGet(GLUT_ELAPSED_TIME)); 
     else if (state == GLUT_UP && button == gltb_button) 
     _gltbStopMotion(button, glutGet(GLUT_ELAPSED_TIME)); 
    } 

    void 
    gltbMotion(int x, int y) 
    { 
     GLfloat current_position[3], dx, dy, dz; 

     assert(gltb_button != -1); 

     if (gltb_tracking == GL_FALSE) 
     return; 

     _gltbPointToVector(x, y, gltb_width, gltb_height, current_position); 

     /* calculate the angle to rotate by (directly proportional to the 
     length of the mouse movement) */ 
     dx = current_position[0] - gltb_lastposition[0]; 
     dy = current_position[1] - gltb_lastposition[1]; 
     dz = current_position[2] - gltb_lastposition[2]; 
     gltb_angle = 90.0 * sqrt(dx * dx + dy * dy + dz * dz); 

     /* calculate the axis of rotation (cross product) */ 
     gltb_axis[0] = gltb_lastposition[1] * current_position[2] - 
        gltb_lastposition[2] * current_position[1]; 
     gltb_axis[1] = gltb_lastposition[2] * current_position[0] - 
        gltb_lastposition[0] * current_position[2]; 
     gltb_axis[2] = gltb_lastposition[0] * current_position[1] - 
        gltb_lastposition[1] * current_position[0]; 

     /* XXX - constrain motion */ 
     gltb_axis[2] = 0; 

     /* reset for next time */ 
     gltb_lasttime = glutGet(GLUT_ELAPSED_TIME); 
     gltb_lastposition[0] = current_position[0]; 
     gltb_lastposition[1] = current_position[1]; 
     gltb_lastposition[2] = current_position[2]; 

     /* remember to draw new position */ 
     glutPostRedisplay(); 
    } 

如果我在开始时它与正确的3D far_point和near_point 如果我旋转对象(使用轨迹球)投下光线(CTRL + Left_click)射线不使用真正的眼睛/远点,我不明白为什么。 我试过用GluLookAt代替glRotatef,但我无法弄清楚如何用鼠标移动相机,就像这个轨迹球一样。

回答

0

已解决:问题是pushMatrix()/ popMatrix()在display()的开始/结尾处。