我正在使用QGlWidget绘制几个点。我遇到的问题是我似乎无法正确设置视角并在点上建立正确的视图。我一定是误解了某个地方的坐标或做了别的蠢事,但在看了一堆导游和tutotrials之后我仍然被卡住了。屏幕是黑色的,没有分数。这是代码:
void CGLWidget::initializeGL()
{
glEnable(GL_DEPTH_TEST);
glDisable(GL_ALPHA_TEST);
glDisable(GL_BLEND);
glEnable(GL_POINT_SPRITE);
glClearColor(0, 0, 0, 1);
assert (glGetError() == GL_NO_ERROR);
}
void CGLWidget::resizeGL(int w, int h)
{
glViewport(-w/2, -h/2, w/2, h <= 0 ? 1 : h/2);
glMatrixMode(GL_PROJECTION); //Switch to setting the camera perspective
//Set the camera perspective
glLoadIdentity(); //Reset the camera
gluPerspective(80.0, //The camera FoV
w/(double)h, //The width-to-height ratio
1, //The near z clipping coordinate
100); //The far z clipping coordinate
}
void CGLWidget::paintGL()
{
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0, 0, 5, 0, 0, 0, 0, 1, 0);
glLoadIdentity();
glColor3i(255, 255, 255);
glBegin(GL_POINTS);
glVertex3d(0,0, -2);
glVertex3d(0,0, -3);
glVertex3d(0,0, +3);
glVertex3d(0,0, 0);
glVertex3f(-0.75f, -0.25f, -5.0f);
glEnd();
assert (glGetError() == GL_NO_ERROR);
}
我试过在gluLookAt中操纵“眼睛”的z坐标无济于事,所以我必须得到别的错误。
答案 0 :(得分:3)
为了更清楚地了解gluPerspective()
和gluLookAt()
的工作原理,我建议您使用Nate Robins中的教程,更具体地说是投影演示。
相信我,这是你正在寻找的机器人!
无论如何,几天前我在Qt中写了Nehe lesson 5 (3D Shapes)的加香版:
<强> GLWidget.cpp 强>:
#include "GLWidget.h"
#include <iostream>
#include <QKeyEvent>
#include <QTimer>
GLWidget::GLWidget(QWidget *parent)
: QGLWidget(parent)
{
angle_tri = 0.f;
angle_quad = 0.f;
_eye_x = 0.f;
_eye_y = 0.f;
_mouse_is_moving = false;
_width = 0;
_height = 0;
}
GLWidget::~GLWidget()
{
}
void GLWidget::_tick()
{
update(); // triggers paintGL()
QTimer::singleShot(33, this, SLOT(_tick()));
}
void GLWidget::initializeGL()
{
// glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // 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_COLOR_MATERIAL );
// glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
_tick();
}
void GLWidget::paintGL()
{
if (_mouse_is_moving)
{
glMatrixMode ( GL_PROJECTION ); // Select The Projection Matrix
glLoadIdentity ( ); // Reset The Projection Matrix
gluPerspective ( 60, ( float ) _width / ( float ) _height, 1.0, 50.0 );
gluLookAt(0.0, 0.0, 2.0, // eye
_eye_x, _eye_y, 0.0, // center
0.0, 1.0, 0.0); // up
std::cout << "paintGL: eye " << _eye_x << "," << _eye_y << std::endl;
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glMatrixMode ( GL_MODELVIEW ); // Select The Model View Matrix
glLoadIdentity(); // Reset The Current Modelview Matrix
glPushMatrix();
glTranslatef(-1.5f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0
glRotatef(angle_tri,0.0f,1.0f,0.0f); // Rotate The Triangle On The Y axis
glBegin(GL_TRIANGLES); // Drawing Using Triangles
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Front)
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f(-1.0f,-1.0f, 1.0f); // Left Of Triangle (Front)
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f( 1.0f,-1.0f, 1.0f); // Right Of Triangle (Front)
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Right)
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f( 1.0f,-1.0f, 1.0f); // Left Of Triangle (Right)
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f( 1.0f,-1.0f, -1.0f); // Right Of Triangle (Right)
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Back)
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f( 1.0f,-1.0f, -1.0f); // Left Of Triangle (Back)
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f(-1.0f,-1.0f, -1.0f); // Right Of Triangle (Back)
glColor3f(1.0f,0.0f,0.0f); // Red
glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Left)
glColor3f(0.0f,0.0f,1.0f); // Blue
glVertex3f(-1.0f,-1.0f,-1.0f); // Left Of Triangle (Left)
glColor3f(0.0f,1.0f,0.0f); // Green
glVertex3f(-1.0f,-1.0f, 1.0f); // Right Of Triangle (Left)
glEnd(); // Finished Drawing The Triangle
glLoadIdentity(); // Reset The Current Modelview Matrix
glTranslatef(1.5f,0.0f,-9.0f); // Move Right 1.5 Units And Into The Screen 6.0
glRotatef(angle_quad,1.0f,0.0f,0.0f); // Rotate The Quad On The X axis
glBegin(GL_QUADS); // Draw A Quad
glColor3f(0.0f,1.0f,0.0f); // Set The Color To Green
glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Top)
glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Top)
glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Quad (Top)
glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom Right Of The Quad (Top)
glColor3f(1.0f,0.5f,0.0f); // Set The Color To Orange
glVertex3f( 1.0f,-1.0f, 1.0f); // Top Right Of The Quad (Bottom)
glVertex3f(-1.0f,-1.0f, 1.0f); // Top Left Of The Quad (Bottom)
glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Bottom)
glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Bottom)
glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red
glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Front)
glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Front)
glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Front)
glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Front)
glColor3f(1.0f,1.0f,0.0f); // Set The Color To Yellow
glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Back)
glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Back)
glVertex3f(-1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Back)
glVertex3f( 1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Back)
glColor3f(0.0f,0.0f,1.0f); // Set The Color To Blue
glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Left)
glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Left)
glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Left)
glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Left)
glColor3f(1.0f,0.0f,1.0f); // Set The Color To Violet
glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Right)
glVertex3f( 1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Right)
glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Right)
glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Right)
glEnd(); // Done Drawing The Quad
glPopMatrix();
angle_tri += 3.2f; // Increase The Rotation Variable For The Triangle ( NEW )
angle_quad -= 3.15f; // Decrease The Rotation Variable For The Quad ( NEW )
}
void GLWidget::resizeGL( int w, int h)
{
_width = w;
_height = h;
glViewport ( 0, 0, w, h );
glMatrixMode ( GL_PROJECTION ); // Select The Projection Matrix
glLoadIdentity ( ); // Reset The Projection Matrix
if ( h==0 ) // Calculate The Aspect Ratio Of The Window
gluPerspective ( 60, ( float ) w, 1.0, 50.0 );
else
gluPerspective ( 60, ( float ) w / ( float ) h, 1.0, 50.0 );
gluLookAt(0.0, 0.0, 2.0, // eye
0.0, 0.0, 0.0, // center
0.0, 1.0, 0.0); // up
glMatrixMode ( GL_MODELVIEW ); // Select The Model View Matrix
glLoadIdentity ( ); // Reset The Model View Matrix
}
void GLWidget::mousePressEvent(QMouseEvent *event)
{
std::cout << "mousePressEvent:" << std::endl;
_mouse_is_moving = true;
}
void GLWidget::mouseReleaseEvent(QMouseEvent *event)
{
std::cout << "mouseReleaseEvent:" << std::endl;
_mouse_is_moving = false;
}
void GLWidget::mouseMoveEvent(QMouseEvent *event)
{
if (_mouse_x == 0)
_mouse_x = event->pos().x();
if (_mouse_y == 0)
_mouse_y = event->pos().y();
std::cout << "mouseMoveEvent: " << event->pos().x() << "," << event->pos().y() << std::endl;
if (event->pos().x() > _mouse_x)
{
_eye_x += 0.10;
}
else if (event->pos().x() < _mouse_x)
{
_eye_x -= 0.10;
}
if (event->pos().y() > _mouse_y)
{
_eye_y += 0.10;
}
else if (event->pos().y() < _mouse_y)
{
_eye_y -= 0.10;
}
_mouse_x = event->pos().x();
_mouse_y = event->pos().y();
}
<强> GLWidget.h 强>:
#include <QGLWidget>
class GLWidget : public QGLWidget
{
Q_OBJECT
public:
explicit GLWidget(QWidget* parent = 0);
virtual ~GLWidget();
/* OpenGL initialization, viewport resizing, and painting */
void initializeGL();
void paintGL();
void resizeGL( int width, int height);
/* enable the user to interact directly with the scene using the mouse */
void mousePressEvent(QMouseEvent *event);
void mouseReleaseEvent(QMouseEvent *event);
void mouseMoveEvent(QMouseEvent *event);
private:
float angle_tri; // Angle For The Triangle
float angle_quad; // Angle For The Quad
float _eye_x;
float _eye_y;
bool _mouse_is_moving;
int _mouse_x;
int _mouse_y;
int _width;
int _height;
protected slots:
void _tick();
};
<强>的main.cpp 强>:
#include <QApplication>
#include "glwidget.h"
int main(int argc, char* argv[])
{
QApplication app(argc, argv);
GLWidget gl_widget;
gl_widget.show();
return app.exec();
}
答案 1 :(得分:2)
我认为你所拥有的内容看起来大致正确,尽管你的glViewport参数看起来不对。 glViewport应该是(左,下,宽,高),但你正在使用别的东西。
将glViewport设置为glViewport(0,0,width,height);
。
更多解释:
通过modelViewProjection矩阵(和透视分割)进行变换后,所有坐标都位于所谓的标准化设备坐标(简称NDC)中。 NDC在每个轴上的范围从-1到1,它将(0,0,0)放在查看区域的中心。
当你的点直接位于相机前面时,它会在标准化的设备坐标中转换为xy(0,0)。
如果你看一下glViewport上的公式,这些将NDC映射到屏幕上的实际像素。
因此,如果您提供(0,0,1024,768)
作为参数,则会将其映射为以下内容:
screen X = ( Xnd + 1 ) ( width / 2) + x;
screen Y = ( Ynd + 1 ) ( height / 2) + y;
替换我们的glViewport值:
screen X = ( 0 + 1 ) ( 1024 / 2) + 0;
screen Y = ( 0 + 1 ) ( 768 / 2) + 0;
screen X = ( 1 ) ( 1024 / 2) ;
screen Y = ( 1 ) ( 768 / 2) ;
screen X = ( 1 ) ( 512 ) ;
screen Y = ( 1 ) ( 384 ) ;
screen X = 512 ; //center of screen X
screen Y = 384 ; //center of screen Y
答案 2 :(得分:-1)
说实话,你的近似值非常大,通常这必须是一个较低的值,因此如果你有一个2D环境作为你的例子,你仍然可以渲染对象。我会说透视的近似值的0.1(0.5)
应该很好。
注意:如果将近似值设置为一个大数字,则相机将截断几何体(透视平截头体)。