按照红皮书中的代码在 OpenGL 中绘制二十面体时缺少面孔

Faces missing when drawing icosahedron in OpenGL following code in redBook

我正在尝试在红皮书 this popular OpenGl tutorial 后面画一个二十面体。

我正在使用 GLUT 来处理窗口化。

这是我的完整代码。它主要是教程中的代码加上一些使用 GLUT

的文书工作
#include <stdio.h>
#include <GL/glut.h>
#define X .525731112119133606
#define Z .850650808352039932

void mouseEventHandler(int button, int state, int x, int y){
}

void display() {
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    static GLfloat vdata[12][3] = {
        {-X,0.0,Z}, {X,0.0,Z}, {-X,0.0,-Z}, {X,0.0,-Z},
        {0.0,Z,X}, {0.0,Z,-X}, {0.0,-Z,X}, {0.0,-Z,-X},
        {Z,X,0.0}, {-Z,X,0.0}, {Z,-X,0.0}, {-Z,-X,0.0},
    };

    static GLuint tindices[20][3] = { 
        {0,4,1}, {0,9,4}, {9,5,4}, {4,5,8}, {4,8,1},    
        {8,10,1}, {8,3,10}, {5,3,8}, {5,2,3}, {2,7,3},    
        {7,10,3}, {7,6,10}, {7,11,6}, {11,0,6}, {0,1,6}, 
        {6,1,10}, {9,0,11}, {9,11,2}, {9,2,5}, {7,2,11} };

    int i;

    glBegin(GL_TRIANGLES);
    for (i = 0; i < 20; i++){
        glNormal3fv(&vdata[tindices[i][0]][0]);
        glVertex3fv(&vdata[tindices[i][0]][0]);
        glNormal3fv(&vdata[tindices[i][1]][0]);
        glVertex3fv(&vdata[tindices[i][1]][0]);
        glNormal3fv(&vdata[tindices[i][2]][0]);
        glVertex3fv(&vdata[tindices[i][2]][0]);
    }
    glEnd();
    glFlush ( );
}

void windowSetup(){
    glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);

    glutInitWindowPosition(80, 80);
    glutInitWindowSize(1000,1000);

    glutCreateWindow("OpenGL Ico");

    glClear(GL_COLOR_BUFFER_BIT);
    glMatrixMode( GL_MODELVIEW);
    glLoadIdentity();           
    gluOrtho2D( -2.0, 2.0, -2.0, 2.0 );
}

int main(int argc, char** argv) {

    glutInit(&argc, argv);
    windowSetup();

    glutDisplayFunc(display);
    glutMouseFunc(&mouseEventHandler);
    glutMainLoop();
}

这是我的输出: 这与预期的输出非常不同:

有人知道为什么这些差异如此之大吗?

差异似乎是:

第一个最紧迫。我注意到当我将 glMatrixMode( GL_MODELVIEW); 更改为 glMatrixMode( GL_PROJECTION); 时,未显示的面孔出现了,而当前出现的面孔消失了。有人知道为什么会这样吗?

  1. 缺少面孔

    很可能你的索引顺序有误。在这种情况下,反转它们将解决问题。要检查这一点,您可以尝试:

    glDisable(GL_CULL_FACE);
    

    如果问题消失,我是对的。如果不是,那就是不同的东西(比如 Z_NEAR 太靠近相机切割,但看起来会有点不同)。

    要识别正确的面孔,您可以使用基于 iglColor 例如

    if (i==5) glColor3f(1.0,0.0,0.0); else glColor3f(1.0,1.0,1.0);
    

    在这种情况下,红脸将是第 6 个 {8,3,10}

  2. 灯光

    您正在使用顶点坐标作为法线,所以不要期待 FLAT 着色。我也没有看到你在这里设置任何灯(但可以隐藏在 GLUT 某个我不使用它的地方)。为了解决这个问题,每个三角形只使用一个法线。所以平均你得到的 3 个法线并从中制作一个单位向量并使用它(在第一次 glVertex 调用每个三角形之前)。

  3. 方向

    只需将 GL_MODELVIEW 旋转到所需方向即可。标准视角 GL_PROJECTIONz 轴作为观察方向并且 x,y 轴与屏幕匹配(而 GL_MODELVIEW 是单位)

[Edit1] 我试过你的代码

所以问题是你得到了相反的索引顺序然后在 OpenGL 中默认多边形缠绕(至少在我的环境中)并且这里的法线错误固定代码:

glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
const GLfloat vdata[12][3] =
    {
    {-X,0.0,Z}, {X,0.0,Z}, {-X,0.0,-Z}, {X,0.0,-Z},
    {0.0,Z,X}, {0.0,Z,-X}, {0.0,-Z,X}, {0.0,-Z,-X},
    {Z,X,0.0}, {-Z,X,0.0}, {Z,-X,0.0}, {-Z,-X,0.0},
    };

const GLuint tindices[20][3] =
    {
    {0,4,1}, {0,9,4}, {9,5,4}, {4,5,8}, {4,8,1},
    {8,10,1}, {8,3,10}, {5,3,8}, {5,2,3}, {2,7,3},
    {7,10,3}, {7,6,10}, {7,11,6}, {11,0,6}, {0,1,6},
    {6,1,10}, {9,0,11}, {9,11,2}, {9,2,5}, {7,2,11}
    };

int i;
GLfloat nx,ny,nz;

glEnable(GL_CULL_FACE);
glFrontFace(GL_CW);
glBegin(GL_TRIANGLES);
for (i = 0; i < 20; i++)
    {
    nx =vdata[tindices[i][0]][0];
    ny =vdata[tindices[i][0]][1];
    nz =vdata[tindices[i][0]][2];
    nx+=vdata[tindices[i][1]][0];
    ny+=vdata[tindices[i][1]][1];
    nz+=vdata[tindices[i][1]][2];
    nx+=vdata[tindices[i][2]][0]; nx/=3.0;
    ny+=vdata[tindices[i][2]][1]; ny/=3.0;
    nz+=vdata[tindices[i][2]][2]; nz/=3.0;
    glNormal3f(nx,ny,nz);
    glVertex3fv(vdata[tindices[i][0]]);
    glVertex3fv(vdata[tindices[i][1]]);
    glVertex3fv(vdata[tindices[i][2]]);
    }
glEnd();

并预览:

这是一张屏幕截图,我的对象在旋转,所以不要指望方向正确。