当您为每个点使用三维创建点并使用正交投影来查看点时,是否会出现只有-near曲面上的点出现的原因?例如,如果使用(SharpGL方法)gl.Ortho(0, width, height, 0, -10, 10)
,则只有z = 10处的点(因为近表面处于-10)实际显示。
我目前正在使用SharpGL - 但我希望我遇到的问题不在于特定的实现/库。
编辑:我正在添加以下代码来演示此问题。请注意,此示例需要SharpGL,实际上是对当前SharpGL源代码附带的WPF示例项目的修改(原始示例项目称为TwoDSample)。该项目需要MainWindow.xaml和MainWindow.xaml.cs。这是xaml:
<Window x:Class="TwoDSample.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="MainWindow" Height="350" Width="525"
xmlns:my="clr-namespace:SharpGL.WPF;assembly=SharpGL.WPF">
<Grid>
<my:OpenGLControl Name="openGLControl1" OpenGLDraw="openGLControl1_OpenGLDraw" OpenGLInitialized="openGLControl1_OpenGLInitialized"
Resized="openGLControl1_Resized"/>
</Grid>
</Window>
这是背后的代码:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Data;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using System.Windows.Navigation;
using System.Windows.Shapes;
using SharpGL.Enumerations;
namespace TwoDSample
{
/// <summary>
/// Interaction logic for MainWindow.xaml
/// </summary>
public partial class MainWindow : Window
{
public MainWindow()
{
InitializeComponent();
}
// NOTE: I use this to restrict the openGLControl1_OpenGLDraw method to
// drawing only once after m_drawCount is set to zero;
int m_drawCount = 0;
private void openGLControl1_OpenGLDraw(object sender, SharpGL.SceneGraph.OpenGLEventArgs args)
{
// NOTE: Only draw once after m_drawCount is set to zero
if (m_drawCount < 1)
{
// Get the OpenGL instance.
var gl = args.OpenGL;
gl.Color(1f, 0f, 0f);
gl.PointSize(2.0f);
// Draw 10000 random points.
gl.Begin(BeginMode.Points);
Random random = new Random();
for (int i = 0; i < 10000; i++)
{
double x = 10 + 400 * random.NextDouble();
double y = 10 + 400 * random.NextDouble();
double z = (double)random.Next(-10, 0);
// Color the point according to z value
gl.Color(0f, 0f, 1f); // default to blue
if (z == -10)
gl.Color(1f, 0f, 0f); // Red for z = -10
else if (z == -1)
gl.Color(0f, 1f, 0f); // Green for z = -1
gl.Vertex(x, y, z);
}
gl.End();
m_drawCount++;
}
}
private void openGLControl1_OpenGLInitialized(object sender, SharpGL.SceneGraph.OpenGLEventArgs args)
{
}
private void openGLControl1_Resized(object sender, SharpGL.SceneGraph.OpenGLEventArgs args)
{
// NOTE: force the draw routine to happen again when resize occurs
m_drawCount = 0;
// Get the OpenGL instance.
var gl = args.OpenGL;
// Create an orthographic projection.
gl.MatrixMode(MatrixMode.Projection);
gl.LoadIdentity();
// NOTE: Basically no matter what I do, the only points I see are those at
// the "near" surface (with z = -zNear)--in this case, I only see green points
gl.Ortho(0, openGLControl1.ActualWidth, openGLControl1.ActualHeight, 0, 1, 10);
// Back to the modelview.
gl.MatrixMode(MatrixMode.Modelview);
}
}
}
答案 0 :(得分:1)
感谢MadcoreTom关于深度缓冲和谷歌搜索的评论,我想我找到了(或者至少是“一个”)解决方案。如果我在绘图程序开始时清除深度缓冲区,(如果z == -9而不是z == -10,则颜色指向红色,因为random.Next(-10,0)不会给出-10的值),那么事情似乎按预期工作。
要查看所有z值的点(在Ortho限制内),我只是将openGlControl1_OpenGLDraw方法替换为以下内容:
private void openGLControl1_OpenGLDraw(object sender, SharpGL.SceneGraph.OpenGLEventArgs args)
{
// NOTE: Only draw once after m_drawCount is set to zero
if (m_drawCount < 1)
{
// Get the OpenGL instance.
var gl = args.OpenGL;
// ADDED THIS LINE
gl.Clear(SharpGL.OpenGL.GL_DEPTH_BUFFER_BIT);
gl.Color(1f, 0f, 0f);
gl.PointSize(2.0f);
// Draw 10000 random points.
gl.Begin(BeginMode.Points);
Random random = new Random();
for (int i = 0; i < 10000; i++)
{
double x = 10 + 400 * random.NextDouble();
double y = 10 + 400 * random.NextDouble();
double z = (double)random.Next(-10, 0);
// Color the point according to z value
gl.Color(0f, 0f, 1f); // default to blue
if (z == -9)
gl.Color(1f, 0f, 0f); // Red for z = -10
else if (z == -1)
gl.Color(0f, 1f, 0f); // Green for z = -1
gl.Vertex(x, y, z);
}
gl.End();
m_drawCount++;
}
}