OpenGL 项目 - 对象在移动时不保持填充颜色
OpenGL Project - objects not keeping filling color on movement
当我执行代码时,我得到了一个由三个元素组成的热气球。我的问题是,当我从键盘上移动对象时,对象颜色变淡,变得更像电线而不是实体。
从我发现到现在,我的麻烦来自这个函数调用:
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
但我需要它来制作绳索...
/*
This program shows a hot air balloon rotating around its own axe to the left and to the right
*/
#include "glos.h"
#include<math.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>
void myinit(void);
void CALLBACK display(void);
void CALLBACK myReshape(GLsizei w, GLsizei h);
void CALLBACK rotateRight(void);
void CALLBACK rotateLeft(void);
static GLfloat x = 0;
static GLfloat y = 0;
static GLfloat z = 0;
static GLfloat alfa = 0;
double PI = 3.14159265;
void myinit (void) {
glClearColor(1.0, 1.0, 1.0, 1.0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
}
void CALLBACK rotateLeft(void) { y -= 5; }
void CALLBACK rotateRight(void) { y += 5; }
void CALLBACK display (void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(x, 1, 0, 0);
glRotatef(y, 0, 1, 0);
glTranslatef(0, -80, 0);
//cube = basket
glColor3f(1, 1, 0);
auxSolidCube(50);
//full sphere = baloon
glPushMatrix();
glColor3f(1.0, 0.0, 0.0);
glTranslatef(0,200,0);
glRotatef(-90, 1, 0, 0);
auxSolidSphere(130.0);
glPopMatrix();
//polygon cylinder = ropes
glPushMatrix();
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glBegin(GL_QUAD_STRIP);
glColor3f(0.0, 1.0, 1.0);
for (alfa = 0; alfa <= 360; alfa+=30) {
glVertex3f(65 * sin((PI * alfa) / 180), 100, 65 * cos((PI * alfa) / 180));//top of the cylinder
glVertex3f(15 * sin((PI * alfa) / 180),0, 15 * cos((PI * alfa) / 180));//base of the cylinder
}
glEnd();
glPopMatrix();
glPopMatrix();
glFlush();
}
void CALLBACK myReshape(GLsizei w, GLsizei h)
{
if (!h) return;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
glOrtho (-400,400, -400 *(GLfloat)h / (GLfloat)w, +400.0*(GLfloat)h/(GLfloat)w, -1000.0, 1000.0);
else
glOrtho (-400*(GLfloat)w / (GLfloat)h, 400.0*(GLfloat)w/(GLfloat)h, -400, 400.0, -1000.0, 1000.0);
glMatrixMode(GL_MODELVIEW);
}
int main(int argc, char** argv)
{
auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_DEPTH);
auxInitPosition (100, 0, 600, 400);
auxInitWindow ("Hot air balloon");
myinit ();
auxKeyFunc(AUX_RIGHT, rotateRight);
auxKeyFunc(AUX_LEFT, rotateLeft);
auxReshapeFunc (myReshape);
auxMainLoop(display);
return(0);
}
OpenGL 是一个状态引擎。一旦设置了状态,它就会一直保留直到再次更改,甚至超出帧。因此,在渲染实体几何之前需要设置多边形模式GL_FILL
:
void CALLBACK display (void)
{
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// render solid geometry
// [...]
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// render wireframe geometry
// [...]
}
当我执行代码时,我得到了一个由三个元素组成的热气球。我的问题是,当我从键盘上移动对象时,对象颜色变淡,变得更像电线而不是实体。
从我发现到现在,我的麻烦来自这个函数调用:
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
但我需要它来制作绳索...
/*
This program shows a hot air balloon rotating around its own axe to the left and to the right
*/
#include "glos.h"
#include<math.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>
void myinit(void);
void CALLBACK display(void);
void CALLBACK myReshape(GLsizei w, GLsizei h);
void CALLBACK rotateRight(void);
void CALLBACK rotateLeft(void);
static GLfloat x = 0;
static GLfloat y = 0;
static GLfloat z = 0;
static GLfloat alfa = 0;
double PI = 3.14159265;
void myinit (void) {
glClearColor(1.0, 1.0, 1.0, 1.0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
}
void CALLBACK rotateLeft(void) { y -= 5; }
void CALLBACK rotateRight(void) { y += 5; }
void CALLBACK display (void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(x, 1, 0, 0);
glRotatef(y, 0, 1, 0);
glTranslatef(0, -80, 0);
//cube = basket
glColor3f(1, 1, 0);
auxSolidCube(50);
//full sphere = baloon
glPushMatrix();
glColor3f(1.0, 0.0, 0.0);
glTranslatef(0,200,0);
glRotatef(-90, 1, 0, 0);
auxSolidSphere(130.0);
glPopMatrix();
//polygon cylinder = ropes
glPushMatrix();
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glBegin(GL_QUAD_STRIP);
glColor3f(0.0, 1.0, 1.0);
for (alfa = 0; alfa <= 360; alfa+=30) {
glVertex3f(65 * sin((PI * alfa) / 180), 100, 65 * cos((PI * alfa) / 180));//top of the cylinder
glVertex3f(15 * sin((PI * alfa) / 180),0, 15 * cos((PI * alfa) / 180));//base of the cylinder
}
glEnd();
glPopMatrix();
glPopMatrix();
glFlush();
}
void CALLBACK myReshape(GLsizei w, GLsizei h)
{
if (!h) return;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
glOrtho (-400,400, -400 *(GLfloat)h / (GLfloat)w, +400.0*(GLfloat)h/(GLfloat)w, -1000.0, 1000.0);
else
glOrtho (-400*(GLfloat)w / (GLfloat)h, 400.0*(GLfloat)w/(GLfloat)h, -400, 400.0, -1000.0, 1000.0);
glMatrixMode(GL_MODELVIEW);
}
int main(int argc, char** argv)
{
auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_DEPTH);
auxInitPosition (100, 0, 600, 400);
auxInitWindow ("Hot air balloon");
myinit ();
auxKeyFunc(AUX_RIGHT, rotateRight);
auxKeyFunc(AUX_LEFT, rotateLeft);
auxReshapeFunc (myReshape);
auxMainLoop(display);
return(0);
}
OpenGL 是一个状态引擎。一旦设置了状态,它就会一直保留直到再次更改,甚至超出帧。因此,在渲染实体几何之前需要设置多边形模式GL_FILL
:
void CALLBACK display (void)
{
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// render solid geometry
// [...]
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// render wireframe geometry
// [...]
}