我正在尝试将接口编写为rubik的多维数据集。
然而,当我画它时,立方体的脸上有污迹:
以下是评论良好的代码。有人可以帮助我,也许可以运行代码并告诉我哪里可能出错了?
#include <GL/glut.h>
#include <stdlib.h>
#include <stdio.h>
void init() {
glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
glEnable(GL_DEPTH_TEST);
}
static float x_degs = 0.0f;
static float y_degs = 0.0f;
void keyboard(unsigned char key, int x, int y) {
switch (key) {
case 'q':
exit(EXIT_SUCCESS);
case 'h':
y_degs -= 1.0f;
glutPostRedisplay();
glutSwapBuffers();
break;
case 'j':
x_degs -= 1.0f;
glutPostRedisplay();
glutSwapBuffers();
break;
case 'k':
x_degs += 1.0f;
glutPostRedisplay();
glutSwapBuffers();
break;
case 'l':
y_degs += 1.0f;
glutPostRedisplay();
glutSwapBuffers();
break;
}
}
// half the length of one card
static const float card_half_size = 1.0f;
// half the space between cards
static const float space_half_size = 0.1f;
// number of cards per face
static const int NUM_CARDS_PER_FACE = 4;
/*
// start position of center of top left card
const float start = - 3 * (card_half_size + space_half_size);
// increment between center of cards
const float incr = 2 * (card_half_size + space_half_size);
// half the size of a cube face
const float cube_half_size = 4 * (card_half_size + space_half_size);
*/
// draw a card centered at the origin
void draw_card() {
glBegin(GL_QUADS);
glVertex3f(- card_half_size, - card_half_size, 0.0f);
glVertex3f(- card_half_size, card_half_size, 0.0f);
glVertex3f(card_half_size, card_half_size, 0.0f);
glVertex3f(card_half_size, - card_half_size, 0.0f);
glEnd();
}
// draw a cube face made up of cards
void draw_card_face() {
const float cube_half_size = 4 * (card_half_size + space_half_size);
const float start = - 3 * (card_half_size + space_half_size);
const float incr = 2 * (card_half_size + space_half_size);
glColor3f(0.0f, 1.0f, 1.0f);
glBegin(GL_QUADS);
glVertex3f(- cube_half_size, - cube_half_size, -0.001f);
glVertex3f(- cube_half_size, cube_half_size, -0.001f);
glVertex3f(cube_half_size, cube_half_size, -0.001f);
glVertex3f(cube_half_size, - cube_half_size, -0.001f);
glEnd();
glColor3f(1.0f, 1.0f, 1.0f);
for (int i = 0; i < NUM_CARDS_PER_FACE; i++)
for (int j = 0; j < NUM_CARDS_PER_FACE; j++) {
glPushMatrix();
glTranslatef(start + i * incr, start + j * incr, 0.0f);
draw_card();
glPopMatrix();
}
}
// draw a cube made up of cards
void draw_card_cube() {
const float cube_half_size = 4 * (card_half_size + space_half_size);
// front face
glPushMatrix();
glTranslatef(0.0f, 0.0f, cube_half_size);
draw_card_face();
glPopMatrix();
// back face
glPushMatrix();
glTranslatef(0.0f, 0.0f, - cube_half_size);
glRotatef(180.0f, 0.0f, 1.0f, 0.0f);
draw_card_face();
glPopMatrix();
// right face
glPushMatrix();
glTranslatef(cube_half_size, 0.0f, 0.0f);
glRotatef(90.0f, 0.0f, 1.0f, 0.0f);
draw_card_face();
glPopMatrix();
// left face
glPushMatrix();
glTranslatef(- cube_half_size, 0.0f, 0.0f);
glRotatef(- 90.0f, 0.0f, 1.0f, 0.0f);
draw_card_face();
glPopMatrix();
// top face
glPushMatrix();
glTranslatef(0.0f, cube_half_size, 0.0f);
glRotatef(90.0f, 1.0f, 0.0f, 0.0f);
draw_card_face();
glPopMatrix();
// bottom face
glPushMatrix();
glTranslatef(0.0f, - cube_half_size, 0.0f);
glRotatef(- 90.0f, 1.0f, 0.0f, 0.0f);
draw_card_face();
glPopMatrix();
}
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glRotatef(x_degs, 1.0f, 0.0f, 0.0f);
glRotatef(y_degs, 0.0f, 1.0f, 0.0f);
gluLookAt(-0.6f, 0.6f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
draw_card_cube();
glutSwapBuffers();
}
void reshape(int w, int h) {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-15.0f, 15.0f, -15.0f, 15.0f, -15.0f, 15.0f);
glViewport(0, 0, w, h);
glMatrixMode(GL_MODELVIEW);
}
int main(int argc, char **argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow(argv[0]);
init();
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMainLoop();
return 0;
}
好的,我已经修改了代码,以便我将0.01f单位后面的青色矩形绘制而不是0.001f单位,这似乎已经修复了z-fighting。但是,我本来希望使用glPolygonOffset(因子,单位)来解决这个问题,但我无法做到,因为以下 原因:
这是没有出血/拼接/ z战斗的代码:
#include <GL/glut.h>
#include <stdlib.h>
#include <stdio.h>
void init() {
glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
glEnable(GL_DEPTH_TEST);
}
static float x_degs = 0.0f;
static float y_degs = 0.0f;
void keyboard(unsigned char key, int x, int y) {
switch (key) {
case 'q':
exit(EXIT_SUCCESS);
case 'h':
y_degs -= 1.0f;
glutPostRedisplay();
glutSwapBuffers();
break;
case 'j':
x_degs -= 1.0f;
glutPostRedisplay();
glutSwapBuffers();
break;
case 'k':
x_degs += 1.0f;
glutPostRedisplay();
glutSwapBuffers();
break;
case 'l':
y_degs += 1.0f;
glutPostRedisplay();
glutSwapBuffers();
break;
}
}
// half the length of one card
static const float card_half_size = 1.0f;
// half the space between cards
static const float space_half_size = 0.1f;
// number of cards per face
static const int NUM_CARDS_PER_FACE = 4;
/*
// start position of center of top left card
const float start = - 3 * (card_half_size + space_half_size);
// increment between center of cards
const float incr = 2 * (card_half_size + space_half_size);
// half the size of a cube face
const float cube_half_size = 4 * (card_half_size + space_half_size);
*/
// draw a card centered at the origin
void draw_card() {
glBegin(GL_QUADS);
glVertex3f(- card_half_size, - card_half_size, 0.0f);
glVertex3f(- card_half_size, card_half_size, 0.0f);
glVertex3f(card_half_size, card_half_size, 0.0f);
glVertex3f(card_half_size, - card_half_size, 0.0f);
glEnd();
}
// draw a cube face made up of cards
void draw_card_face() {
const float cube_half_size = 4 * (card_half_size + space_half_size);
const float start = - 3 * (card_half_size + space_half_size);
const float incr = 2 * (card_half_size + space_half_size);
glColor3f(0.0f, 1.0f, 1.0f);
glBegin(GL_QUADS);
glVertex3f(- cube_half_size, - cube_half_size, -0.001f);
glVertex3f(- cube_half_size, cube_half_size, -0.001f);
glVertex3f(cube_half_size, cube_half_size, -0.001f);
glVertex3f(cube_half_size, - cube_half_size, -0.001f);
glEnd();
glColor3f(1.0f, 1.0f, 1.0f);
for (int i = 0; i < NUM_CARDS_PER_FACE; i++)
for (int j = 0; j < NUM_CARDS_PER_FACE; j++) {
glPushMatrix();
glTranslatef(start + i * incr, start + j * incr, 0.0f);
draw_card();
glPopMatrix();
}
}
// draw a cube made up of cards
void draw_card_cube() {
const float cube_half_size = 4 * (card_half_size + space_half_size);
// front face
glPushMatrix();
glTranslatef(0.0f, 0.0f, cube_half_size);
draw_card_face();
glPopMatrix();
// back face
glPushMatrix();
glTranslatef(0.0f, 0.0f, - cube_half_size);
glRotatef(180.0f, 0.0f, 1.0f, 0.0f);
draw_card_face();
glPopMatrix();
// right face
glPushMatrix();
glTranslatef(cube_half_size, 0.0f, 0.0f);
glRotatef(90.0f, 0.0f, 1.0f, 0.0f);
draw_card_face();
glPopMatrix();
// left face
glPushMatrix();
glTranslatef(- cube_half_size, 0.0f, 0.0f);
glRotatef(- 90.0f, 0.0f, 1.0f, 0.0f);
draw_card_face();
glPopMatrix();
// top face
glPushMatrix();
glTranslatef(0.0f, cube_half_size, 0.0f);
glRotatef(90.0f, 1.0f, 0.0f, 0.0f);
draw_card_face();
glPopMatrix();
// bottom face
glPushMatrix();
glTranslatef(0.0f, - cube_half_size, 0.0f);
glRotatef(- 90.0f, 1.0f, 0.0f, 0.0f);
draw_card_face();
glPopMatrix();
}
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glRotatef(x_degs, 1.0f, 0.0f, 0.0f);
glRotatef(y_degs, 0.0f, 1.0f, 0.0f);
gluLookAt(-0.6f, 0.6f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
draw_card_cube();
glutSwapBuffers();
}
void reshape(int w, int h) {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-15.0f, 15.0f, -15.0f, 15.0f, -15.0f, 15.0f);
glViewport(0, 0, w, h);
glMatrixMode(GL_MODELVIEW);
}
int main(int argc, char **argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow(argv[0]);
init();
glutKeyboardFunc(keyboard);
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMainLoop();
return 0;
}
答案 0 :(得分:5)
我认为你正在把你的跳棋作为主立方体脸部的共面四边形;如果是这种情况,您遇到的问题称为“z格斗”。
你可以看看点 12.040深度缓冲似乎有效,但是多边形似乎会渗透到它们前面的多边形。发生了什么事?在这里: http://www.opengl.org/resources/faq/technical/depthbuffer.htm
基本上,您的深度缓冲区没有足够的精度来解析每个像素显示哪个四边形,从而导致问题。
您可以手动为检查器四边形添加偏移量,使其远离多维数据集;或通过glPolygonOffset
使用深度偏差来解决问题。
答案 1 :(得分:2)
我认为你正在尝试进行共面渲染。查看glPolygonOffset()
而不是像你一样使用小的Z偏移量。
答案 2 :(得分:1)
这是我从您的代码中获得的,使用gcc -std=c99 -lGL -lGLU -lglut a.c
编译:没有污迹。你能发贴你的吗? (Ubuntu 11.10,Intel GPU)