我对gluLookAt
和glOrtho
或gluPersective
如何协同工作感到困惑。这是问题所在。
我绘制了一个二维三角形和一个二维五边形,其z轴为-5。
//pentagon
glVertex3f(0.5f, 0.5f, -5.0f);
glVertex3f(1.5f, 0.5f, -5.0f);
glVertex3f(0.5f, 1.0f, -5.0f);
glVertex3f(0.5f, 1.0f, -5.0f);
glVertex3f(1.5f, 0.5f, -5.0f);
glVertex3f(1.5f, 1.0f, -5.0f);
glVertex3f(0.5f, 1.0f, -5.0f);
glVertex3f(1.5f, 1.0f, -5.0f);
glVertex3f(1.0f, 1.5f, -5.0f);
//Triangle
glVertex3f(-0.5f, 0.5f, -5.0f);
glVertex3f(-1.0f, 1.5f, -5.0f);
glVertex3f(-1.5f, 0.5f, -5.0f);
然后我定义我的相机位置(0,0,-10)和透视
//Tell OpenGL how to convert from coordinates to pixel values
glViewport(0, 0, w, h);
gluLookAt(0, 0, -10, 0, 0, -200, 0, 1, 0);
glMatrixMode(GL_PROJECTION); //Switch to setting the camera perspective
//Set the camera perspective
glLoadIdentity(); //Reset the camera
gluPerspective(45.0, //The camera angle
(double)w / (double)h, //The width-to-height ratio
1.0, //The near z clipping coordinate
5.2); //The far z clipping coordinate
根据我的理解,我在场景中什么都看不到。但是,由于对象是在-5 z轴中定义的,因此摄像机位于-10 z轴,并且它看起来是负z轴。因此,物体应该在相机后面。但为什么我仍然能看到场景中的物体?
同样地,当我在正面z轴上定位我的相机时,我仍然可以看到物体。为什么呢?
另一个问题是为什么我将远z剪裁坐标设置为5后可以看到对象?
任何人都可以解释这个吗?
我的完整代码:
#include "stdafx.h"
#include <stdio.h>
#include <tchar.h>
#include <stdlib.h>
#include <GL/glut.h>
#include <math.h>
#include <iostream>
#include <stdlib.h> //Needed for "exit" function
//Include OpenGL header files, so that we can use OpenGL
#ifdef __APPLE__
#include <OpenGL/OpenGL.h>
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
using namespace std;
//Called when a key is pressed
void handleKeypress(unsigned char key, //The key that was pressed
int x, int y) { //The current mouse coordinates
switch (key) {
case 27: //Escape key
exit(0); //Exit the program
}
}
//Initializes 3D rendering
void initRendering() {
//Makes 3D drawing work when something is in front of something else
glEnable(GL_DEPTH_TEST);
}
//Called when the window is resized
void handleResize(int w, int h) {
//Tell OpenGL how to convert from coordinates to pixel values
glViewport(0, 0, w, h);
gluLookAt(0, 0, -10, 0, 0, -200, 0, 1, 0);
glMatrixMode(GL_PROJECTION); //Switch to setting the camera perspective
//Set the camera perspective
glLoadIdentity(); //Reset the camera
gluPerspective(45.0, //The camera angle
(double)w / (double)h, //The width-to-height ratio
1.0, //The near z clipping coordinate
5.2); //The far z clipping coordinate
}
//Draws the 3D scene
void drawScene() {
//Clear information from last draw
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW); //Switch to the drawing perspective
glLoadIdentity(); //Reset the drawing perspective
glBegin(GL_QUADS); //Begin quadrilateral coordinates
//Trapezoid
glVertex3f(-0.7f, -1.5f, -5.0f);
glVertex3f(0.7f, -1.5f, -5.0f);
glVertex3f(0.4f, -0.5f, -5.0f);
glVertex3f(-0.4f, -0.5f, -5.0f);
glEnd(); //End quadrilateral coordinates
glBegin(GL_TRIANGLES); //Begin triangle coordinates
//Pentagon
glVertex3f(0.5f, 0.5f, -5.0f);
glVertex3f(1.5f, 0.5f, -5.0f);
glVertex3f(0.5f, 1.0f, -5.0f);
glVertex3f(0.5f, 1.0f, -5.0f);
glVertex3f(1.5f, 0.5f, -5.0f);
glVertex3f(1.5f, 1.0f, -5.0f);
glVertex3f(0.5f, 1.0f, -5.0f);
glVertex3f(1.5f, 1.0f, -5.0f);
glVertex3f(1.0f, 1.5f, -5.0f);
//Triangle
glVertex3f(-0.5f, 0.5f, -5.0f);
glVertex3f(-1.0f, 1.5f, -5.0f);
glVertex3f(-1.5f, 0.5f, -5.0f);
glEnd(); //End triangle coordinates
glutSwapBuffers(); //Send the 3D scene to the screen
}
int main(int argc, char** argv) {
//Initialize GLUT
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(400, 400); //Set the window size
//Create the window
glutCreateWindow("Basic Shapes - videotutorialsrock.com");
initRendering(); //Initialize rendering
//Set handler functions for drawing, keypresses, and window resizes
glutDisplayFunc(drawScene);
glutKeyboardFunc(handleKeypress);
glutReshapeFunc(handleResize);
glutMainLoop(); //Start the main loop. glutMainLoop doesn't return.
return 0; //This line is never reached
}
答案 0 :(得分:5)
你在说:
我在-5的z轴上绘制一个2D三角形和一个2D五边形 ...
然后我定义我的相机位置(0,0,-10)和透视
如果这确实是您正在进行操作的顺序,那么这就是罪魁祸首。 OpenGL是基于命令的API,而不是场景图。调用glVertex(x, y, z)
并不意味着&#34;场景中有一个坐标为x, y, z
的顶点。&#34;这意味着&#34; 现在去坐标x, y, z
上绘制一个verex。&#34;这意味着顶点在glVertex()
调用时由模型视图和投影矩阵激活进行变换。
换句话说,您使用默认的模型视图和投影矩阵发出顶点,因此它们会在屏幕上正常绘制。然后你改变模型视图和投影;如果你继续发出更多顶点,它们将被这些新的模型视图和投影值转换。但之前发布的已经在屏幕上并且不受影响。
换句话说,从绘制函数中删除这两行:
glMatrixMode(GL_MODELVIEW); //Switch to the drawing perspective
glLoadIdentity(); //Reset the drawing perspective
评论似乎很好地表明了这个问题。
最常见的设置是在调整大小钩子中定义投影矩阵(因为它取决于宽高比),以及在绘制函数中的视图矩阵(=摄像机位置和方向),之前发出任何渲染命令。
正如@datenwolf在评论中正确指出的那样,这是单视图渲染的常见设置。如果您有多个视口,则每个视口可能需要不同的投影矩阵,在这种情况下,您需要在发布图元之前在渲染代码中设置投影矩阵和视图矩阵。