我正在尝试创建一个Cocoa应用程序,该应用程序呈现一个包含某些模型的房间。
对于模型导入,我使用了JEFF LAMARCHE's WavefrontOBJScene class我修改过的 使用OSX而不是iOS。
问题是,当我尝试渲染模型时,它们无法正确渲染。 我无法找到解释为什么会发生这种情况。
[示例图片]
正如你所看到的那样,金字塔的内部面孔是可见的,即使立方体位于金字塔后面,它似乎也在前面。
绘图代码
- (BOOL) initGL
{
test = !test;
//glEnable(GL_CULL_FACE);
//glCullFace(GL_BACK);
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 ); // Enable depth testing
glDepthFunc( GL_LEQUAL ); // Type of depth test to do
glDepthRange(0,1);
// Really nice perspective calculations
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
glDisable(GL_BLEND);
return !test;
}
- (void)drawRect:(NSRect)rect
{
if (!test) [self initGL];
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClearColor(0.1f, 0.1f, 0.1f, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
[self setCamera];
[self drawObjects];
glFlush();
}
- (void)drawObjects
{
glMatrixMode( GL_MODELVIEW );
glPushMatrix();
[self drawAnObject];
glPopMatrix();
glPushMatrix();
[[objects objectAtIndex:0] openGLDraw];
glPopMatrix();
glPushMatrix();
[[objects objectAtIndex:1] openGLDraw];
glPopMatrix();
}
- (void)drawAnObject
{
glBegin(GL_QUADS);
{
for (int x = -256; x < 256; ++x) {
for (int y = -256; y < 256; ++y) {
glColor3f(colorR[256+x][256+y], colorG[256+x][256+y], colorB[256+x][256+y]);
//glNormal3f(1.0, 1.0, 1.0);
glVertex3f( x , -1.0, y);
glVertex3f( x+1.0, -1.0, y);
glVertex3f( x+1.0, -1.0, y+1.0);
glVertex3f( x , -1.0, y+1.0);
}
}
}
glEnd();
//glMatrixMode( GL_MODELVIEW );
//glLoadIdentity();
}
- (void)setCamera
{
//SET
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( 60, (float)(self.frame.size.width/self.frame.size.height), 0.1, 1000.0 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glRotatef( -cameraRotationY, 1.0f, 0.0f, 0.0f ); //ROT Y
glRotatef( cameraRotationX, 0.0f, 1.0f, 0.0f ); //ROT X
glTranslatef( -cameraPositionX, -cameraPositionY, cameraPositionZ ); // POS X Y Z
}
CSObject:
- (void)openGLDraw
{
glPushMatrix();
//glLoadIdentity();
//Set Origin
glTranslatef( posX, posY, -posZ ); // POS X Y Z
glRotatef( rotV, 1.0f, 0.0f, 0.0f ); //ROT Y
glRotatef( rotH, 0.0f, 1.0f, 0.0f ); //ROT X
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
//Draw objects
for(CSGroup *group in groups) {
if(TRUE) {
glShadeModel(GL_SMOOTH);
} else {
glShadeModel(GL_FLAT);
}
//VERTICES
GLuint verticesName = [group verticesName:GL_STATIC_DRAW];
glBindBuffer(GL_ARRAY_BUFFER, verticesName);
glVertexPointer(3, GL_FLOAT, 0, 0);
//NORMALS
GLuint normalsName = [group normalsName:GL_STATIC_DRAW];
glBindBuffer(GL_ARRAY_BUFFER, normalsName);
glNormalPointer(GL_FLOAT, 0, 0);
ColorRGBA color = group.material.ambientColor;
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (GLfloat *)&color);
color = group.material.diffuseColor;
glColor4f(color.red, color.green, color.blue, color.alpha);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (GLfloat *)&color);
color = group.material.specularColor;
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (GLfloat *)&color);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, group.material.shine);
// load (if necessary) and bind the texture
if(group.textureCoordinatesIndexData.length > 0) {
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
GLuint textureCoordsName = [group textureCoordinatesName:GL_STATIC_DRAW];
glEnable(GL_TEXTURE_2D);
glBindBuffer(GL_ARRAY_BUFFER, textureCoordsName);
glTexCoordPointer([group texCoordSize], GL_FLOAT, 0, 0);
GLuint texId = [group.material.diffuseTexture textureName];
glBindTexture(GL_TEXTURE_2D, texId);
}
GLuint indexesName = [group indexesName:GL_STATIC_DRAW];
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexesName);
glDrawElements(GL_TRIANGLES, (GLsizei)group.indexCount, GL_UNSIGNED_SHORT, NULL);
if(group.textureCoordinatesIndexData.length > 0) {
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
}
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix();
}
答案 0 :(得分:3)
您的DEPTH_BITS返回零的事实意味着您没有深度缓冲区。因此,深度测试将始终通过,您将无法按深度排序。
我对Cocoa不太熟悉,但基本上你要做的就是在创建opengl上下文时,你必须要求创建一个深度缓冲区。 (这将是您请求颜色位数的时候。)
我不知道究竟是什么命令控制这个cocoa,但如果你不知道(developer.apple.com - opengl_pixelformats),你可以在这里找到它。请注意这里提到的深度,并确保请求深度缓冲。