选择后,OpenGL选择没有显示任何内容

时间:2012-05-22 21:43:03

标签: c++ qt opengl picking

所以我在显示列表中有2个立方体,我希望其中一个可以选择,所以我可以改变他的颜色或类似的东西。

当我点击一个立方体然后屏幕变黑并且没有任何反应时,控制台会给我输出最接近的命中但是屏幕变黑并且没有显示任何内容。

这是我的cpp文件:

#include "glwidget.h"
#include <QDomDocument>
#include <QDebug>
#include <QFile>
#include <math.h>
#include <QString>
#include <stdlib.h>
GLWidget::GLWidget(QWidget *parent):QGLWidget(parent)
{

    camPosx = 0.0,  camPosy = 0.0,    camPosz = 1.0;
    camViewx = 0.0, camViewy = 0.0, camViewz = 0.0;
    camUpx = 0.0,   camUpy = 1.0,   camUpz = 0.0;
    camAngle = 0.0;
    camViewz = -cos(camAngle);
    camViewx = sin(camAngle);
    mode = 1;
    timer = new QTimer();
    connect( timer, SIGNAL(timeout()), this, SLOT(updateGL()) );
}

void GLWidget::initializeGL() {

    loadGLTextures();
    glEnable(GL_TEXTURE_2D);                            // Enable Texture Mapping
    glShadeModel(GL_SMOOTH);                            // Enable Smooth Shading
    glClearColor(0.0f, 0.0f, 0.0f, 0.5f);               // Black Background
    glClearDepth(1.0f);                                 // Depth Buffer Setup
    glEnable(GL_DEPTH_TEST);                            // Enables Depth Testing
    glDepthFunc(GL_LEQUAL);                             // The Type Of Depth Testing To Do
    glEnable(GL_LIGHT0);                                // Quick And Dirty Lighting (Assumes Light0 Is Set Up)
    glEnable(GL_LIGHTING);                              // Enable Lighting
    glEnable(GL_COLOR_MATERIAL);                        // Enable Material Coloring
    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);  // Perspective Calculations
    buildLists(2);                                      // Creating displaylist #
    glLoadIdentity();

    timer->start(50);
}

void GLWidget::resizeGL(int width, int height) {

    //set viewport
    glViewport(0,0,width,height);

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();

    //set persepective
    //change the next line order to have a different perspective
    aspect_ratio=(GLdouble)width/(GLdouble)height;
    gluPerspective(45.0f, aspect_ratio, 0.1 , 100.0);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
}

void GLWidget::paintGL() {
    glEnable(GL_DEPTH_TEST);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glLoadIdentity();

    // store current matrix
    glMatrixMode( GL_MODELVIEW );
    glPushMatrix( );

    gluLookAt(camPosx ,camPosy ,camPosz,
              camPosx + camViewx,camViewy,camPosz + camViewz,
              camUpx, camUpy, camUpz );

    if (mode == 2) {
        startPicking();
    }

    glColor3f(1.0f,0.0f,0.0f);
    glCallList(displayList[0]);
    glTranslatef(5.0,0.0,0.0);
    glColor3f(0.0f,1.0f,1.0f);
    glCallList(displayList[0]);

    if (mode == 2)
        stopPicking();
    //    glEnable( GL_LIGHTING );
    //    glEnable( GL_LIGHT0 );
    //    glScalef(10.0,10.0,10.0);
    //    glBindTexture(GL_TEXTURE_2D, texture[0]);
    //    glBegin(GL_QUADS);
    //    // Front Face
    //    glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);  // Bottom Left Of The Texture and Quad
    //    glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);  // Bottom Right Of The Texture and Quad
    //    glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);  // Top Right Of The Texture and Quad
    //    glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);  // Top Left Of The Texture and Quad
    //    // Back Face
    //    glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);  // Bottom Right Of The Texture and Quad
    //    glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);  // Top Right Of The Texture and Quad
    //    glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);  // Top Left Of The Texture and Quad
    //    glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);  // Bottom Left Of The Texture and Quad
    //    // Top Face
    //    glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);  // Top Left Of The Texture and Quad
    //    glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,  1.0f,  1.0f);  // Bottom Left Of The Texture and Quad
    //    glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,  1.0f,  1.0f);  // Bottom Right Of The Texture and Quad
    //    glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);  // Top Right Of The Texture and Quad
    //    // Bottom Face
    //    glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);  // Top Right Of The Texture and Quad
    //    glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);  // Top Left Of The Texture and Quad
    //    glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);  // Bottom Left Of The Texture and Quad
    //    glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);  // Bottom Right Of The Texture and Quad
    //    // Right face
    //    glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);  // Bottom Right Of The Texture and Quad
    //    glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);  // Top Right Of The Texture and Quad
    //    glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);  // Top Left Of The Texture and Quad
    //    glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);  // Bottom Left Of The Texture and Quad
    //    // Left Face
    //    glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);  // Bottom Left Of The Texture and Quad
    //    glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);  // Bottom Right Of The Texture and Quad
    //    glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);  // Top Right Of The Texture and Quad
    //    glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);  // Top Left Of The Texture and Quad
    //    glEnd();


//    // XML
//    QDomDocument doc( "AdBookML" );
//    QDomNode n;
//    QDomElement e;
//    QFile file( "test2.xml" );
//    QString s;
//    QStringList sl;


////    if( !file.open(QIODevice::ReadOnly))
////        qDebug("probleem bij het openen");

//    if( !doc.setContent( &file ) )
//    {
//        file.close();
//    }
//    file.close();

//    QDomElement root = doc.documentElement();
//    if( root.tagName() != "playlist" )
//        // qDebug("root is different");

//        //qDebug( root.tagName() );

//        // doorheen u boom lopen
//        n = root;
//    float f1, f2, f3;

//    glDisable( GL_LIGHTING );
//    glBegin(GL_TRIANGLES);
//    for(int i = 0; i< n.childNodes().length(); i++) // voor alle triangles
//    {
//        if(n.childNodes().at(i).toElement().tagName() == "triangle")
//        {
//            for(int j =0; j < 4; j++) // voor alle punten
//            {
//                e = n.childNodes().at(i).childNodes().at(j).toElement(); // e is een punt
//                //qDebug(e.tagName());
//                s = e.text();
//                sl = s.split(" ");          // opsplitsen naar het x, y , z coordinaat;
//                f1 = sl.at(0).toFloat();
//                f2 = sl.at(1).toFloat();
//                f3 = sl.at(2).toFloat();
//                if( j > 0)
//                    glVertex3f(f1, f2, f3);     // de vertex tekenen
//                if(j == 0)
//                    glColor3f(f1,f2,f3);
//            }
//        }


//    }
//    glEnd();
//    glEnable(GL_LIGHTING);


    // restore current matrix
    glMatrixMode( GL_MODELVIEW );
    glPopMatrix( );

}


void GLWidget::loadGLTextures()
{
    QImage t;
    QImage b;

    if ( !b.load( "images/redbrick.png" ) )
    {
        qDebug("Didn't found the image.");
        b = QImage( 16, 16, QImage::Format_RGB32 );
        b.fill( 1 );
    }

    t = QGLWidget::convertToGLFormat( b );
    glGenTextures( 1, &texture[0] );
    glBindTexture( GL_TEXTURE_2D, texture[0] );
    glTexImage2D( GL_TEXTURE_2D, 0, 3, t.width(), t.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, t.bits() );
    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}

//Functie die display lists kan aanmaken, het aantal ( is het aantal displaylists )
GLvoid GLWidget::buildLists(int aantal)
{
    displayList = new GLuint[aantal];
    for(int i = 0; i < aantal; i++)
    {
        displayList[i]=glGenLists(aantal);                                  // Maak x Aantal displaylists
        glNewList(displayList[i],GL_COMPILE);                               //start met de eerste display list te compile
        //Hieronder moet er xml worden ingeladen
        glBegin(GL_QUADS);
        // Bottom Face
        glNormal3f( 0.0f,-1.0f, 0.0f);
        glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
        glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
        glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
        glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
        // Front Face
        glNormal3f( 0.0f, 0.0f, 1.0f);
        glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
        glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
        glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
        glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
        // Back Face
        glNormal3f( 0.0f, 0.0f,-1.0f);
        glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
        glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
        glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
        glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
        // Right face
        glNormal3f( 1.0f, 0.0f, 0.0f);
        glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
        glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
        glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
        glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
        // Left Face
        glNormal3f(-1.0f, 0.0f, 0.0f);
        glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
        glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
        glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
        glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
        glEnd();
        glEndList();
    }
}

//functie die zorgt dat we renderen in selectiemode
void GLWidget::renderInSelectionMode() {
    glInitNames(); //Creates empty stack

    glPushName(1); //Push a name on the stack
    //draw something
    glColor3f(1.0f,0.0f,0.0f);
    glCallList(displayList[0]);
    glPopName(); //pop a name from the stack

    glPushName(2); //Push a name on the stack
    //draw something
    glTranslatef(5.0,0.0,0.0);
    glColor3f(0.0f,1.0f,1.0f);
    glCallList(displayList[0]);
    glPopName(); //Pops a name from the stack
}


void GLWidget::startPicking() {

    GLint viewport[4];

    glSelectBuffer(BUFSIZE,selectBuf);
    glRenderMode(GL_SELECT);

    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    glLoadIdentity();

    glGetIntegerv(GL_VIEWPORT,viewport);
    gluPickMatrix(cursorX,viewport[3]-cursorY,5,5,viewport);
    gluPerspective(45,aspect_ratio,0.1,1000);
    glMatrixMode(GL_MODELVIEW);
    glInitNames();
}

void GLWidget::stopPicking() {

    int hits;

    // restoring the original projection matrix
    glMatrixMode(GL_PROJECTION);
    glPopMatrix();
    glMatrixMode(GL_MODELVIEW);
    glFlush();

    // returning to normal rendering mode
    hits = glRenderMode(GL_RENDER);

    // if there are hits process them
    if (hits != 0)
        processHits(hits,selectBuf);
}

void GLWidget::processHits (GLint hits, GLuint buffer[])
{
    unsigned int i, j;
    GLuint names, *ptr, minZ,*ptrNames, numberOfNames;

    printf ("hits = %d\n", hits);
    ptr = (GLuint *) buffer;
    minZ = 0xffffffff;
    for (i = 0; i < hits; i++) {
        names = *ptr;
        ptr++;
        if (*ptr < minZ) {
            numberOfNames = names;
            minZ = *ptr;
            ptrNames = ptr+2;
        }

        ptr += names+2;
    }
    printf ("The closest hit names are ");
    ptr = ptrNames;
    for (j = 0; j < numberOfNames; j++,ptr++) {
        printf ("%d ", *ptr);
    }
    printf ("\n");

}

void GLWidget::mousePressEvent(QMouseEvent * e)
{
    if(e->button() == Qt::LeftButton)
    {
        qDebug("mouse");
        qDebug("%d",QCursor::pos().x());
        this->cursorX = QCursor::pos().x();
        this->cursorY = QCursor::pos().y();
        this->mode = 2;
    }
}

void GLWidget::keyPressEvent( QKeyEvent * e ) {

    double fraction = 0.1f;
    if(e->key() == Qt::Key_Up)
    {
        camPosz += camViewz * fraction;
        camPosx += camViewx * fraction ;
    }
    if(e->key() == Qt::Key_Down)
    {
        camPosz -= camViewz * fraction;
        camPosx -= camViewx * fraction ;
    }
    if(e->key() == Qt::Key_Left)
    {
        camAngle -= 0.05f;
        camViewz = -cos(camAngle);
        camViewx = sin(camAngle);
    }


    if(e->key() == Qt::Key_Right)
    {
        qDebug("cam angle is %f", camAngle);
        camAngle +=0.05f;
        camViewz = -cos(camAngle);
        camViewx = sin(camAngle);
    }
}

#ifndef GLWIDGET_H
#define GLWIDGET_H

#include <QtOpenGL/QGLWidget>
#include <gl/GLU.h>
#include <QImage>
#include <QKeyEvent>
#include <QMouseEvent>
#include <QTimer>
#define BUFSIZE 512

class GLWidget: public QGLWidget
{
    Q_OBJECT

public:
    GLWidget(QWidget *parent = NULL);

private:
    double camPosx,camPosy,camPosz;
    double camUpx,camUpy,camUpz;
    double camViewx,camViewy,camViewz;
    double camAngle;


protected:
    void initializeGL();
    void resizeGL(int width, int height);
    void paintGL();
    void keyPressEvent(QKeyEvent * e);
    void mousePressEvent(QMouseEvent * e);
    QTimer* timer;
    void loadGLTextures();
    GLuint  texture[1];
    GLuint  * displayList;
    void renderInSelectionMode();
    GLvoid buildLists(int aantal);
    void startPicking();
    void stopPicking();
    void processHits (GLint hits, GLuint buffer[]);
    GLuint selectBuf[BUFSIZE];
    GLdouble aspect_ratio;
    int cursorY;
    int cursorX;
    int mode;
};

#endif // GLWIDGET_H

这是没有点击一次的普通视图 http://imageshack.us/photo/my-images/233/31536776.png/

然后点击它继续进行启动并停止挑选并给出黑屏 http://imageshack.us/photo/my-images/13/14180995.png/

然后在关闭窗口后停止运行它会给我输出http://imageshack.us/photo/my-images/861/13486229.png/

1 个答案:

答案 0 :(得分:0)

可能是错误的,但看起来您没有在第一次鼠标点击任何地方后将mode - 变量重置为1,因此start - &amp; stopPicking - 从第一次点击开始,每个帧都会调用方法。如果情况并非如此,那么你可能会遇到gl-states / matrices的问题,而不是在拾取后都没有正确重置。

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