我正在尝试在openGL中创建一个3d房间。我正确的右墙和右墙,但后墙没有显示。我想创建一个三维房间,将摄像机视图设置为特定角度,并将一张桌子和茶壶放在房间内。
代码:
#include<GL/glut.h>
void wall(double thickness) // function to create the walls with given thickness
{
glPushMatrix();
glTranslated(0.5,0.5*thickness,0.5);
glScaled(1.0,thickness,1.0);
glutSolidCube(1.0);
glPopMatrix();
}
void displaySolid(){ //function to create a 3d room
GLfloat mat_ambient[]={0.7f,0.7f,0.7f,0.1f};
GLfloat mat_diffuse[]={0.5f,0.5f,0.5f,1.0f};
GLfloat mat_specular[]={1.0f,1.0f,1.0f,1.0f};
GLfloat mat_shininess[]={50.0f};
glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient);
glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess);
GLfloat light_Intensity[]={0.7f,0.7f,0.7f,1.0f};
GLfloat light_Position[]={2.0f,6.0f,3.0f,0.0f};
glLightfv(GL_LIGHT0,GL_POSITION,light_Position);
glLightfv(GL_LIGHT0,GL_DIFFUSE,light_Intensity);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
double winlet=1.0;
glOrtho(-winlet*64/48,winlet*64/48.0,-winlet*64/48,winlet*64/48,0.6,100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(2.3,1.38,2.0,0.0,0.25,0.0,0.0,1.0,0.0);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslated(0.08,0.08,0.08);
glPushMatrix();
glTranslated(0.6,0.38,0.5);
glRotated(30,0,1,0);
glPopMatrix();
glPushMatrix();
glTranslated(0.25,0.42,0.35);
glPopMatrix();
glPushMatrix();
glTranslated(0.4,0,0.4);
glPopMatrix();
wall(0.2);
glPushMatrix();
glRotated(-90.0,1.0,0.0,0.0);
wall(0.02);
glPopMatrix();
glFlush();
}
void main(int argc,char **argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH);
glutInitWindowSize(640,480);
glutInitWindowPosition(0,0);
glutCreateWindow("the pot");
glutDisplayFunc(displaySolid);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glEnable(GL_NORMALIZE);
glClearColor(0.1,0.1,0.1,0.0);
glViewport(0,0,640,480);
glutMainLoop();
}
//end
这怎么会在3D立方体房间的背面给出黑屏。我已经将闪电效果设置为LIGHT0,但我无法看到侧墙。
答案 0 :(得分:1)
墙壁功能只被指出了两次。所以这是修复。
void displaySolid(){
GLfloat mat_ambient[]={0.7f,0.7f,0.7f,0.1f};
GLfloat mat_diffuse[]={0.5f,0.5f,0.5f,1.0f};
GLfloat mat_specular[]={1.0f,1.0f,1.0f,1.0f};
GLfloat mat_shininess[]={50.0f};
glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient);
glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess);
GLfloat light_Intensity[]={0.7f,0.7f,0.7f,1.0f};
GLfloat light_Position[]={2.0f,6.0f,3.0f,0.0f};
glLightfv(GL_LIGHT0,GL_POSITION,light_Position);
glLightfv(GL_LIGHT0,GL_DIFFUSE,light_Intensity);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
double winlet=1.0;
glOrtho(-winlet*64/48,winlet*64/48.0,-winlet*64/48,winlet*64/48,0.6,100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(2.3,1.38,2.0,0.0,0.25,0.0,0.0,1.0,0.0);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslated(0.08,0.08,0.08);
glPushMatrix();
glTranslated(0.6,0.38,0.5);
glRotated(30,0,1,0);
glutSolidTeapot(0.08);
glPopMatrix();
glPushMatrix();
glTranslated(0.25,0.42,0.35);
glPopMatrix();
glPushMatrix();
glTranslated(0.4,0,0.4);
glPopMatrix();
wall(0.2);
glPushMatrix();
glRotated(-90.0,1.0,0.0,0.0);
wall(0.02);
glPopMatrix();
glRotated(90.0,0.0,0.0,180.0);
wall(0.02);
glPopMatrix();
glFlush();
}
这是最终的3D房间的样子: