2013-03-18 113 views
5

我的程序下面必須顯示一個以簡單光照亮的旋轉立方體。 問題是多維數據集閃爍。當我退出調用glEnable(GL_DEPTH_TEST)時,立方體不閃爍,但我可以看到裏面的面(這是正常的,因爲沒有深度測試)。然而這個電話是必不可少的所以我不明白爲什麼這個函數的調用不能正常工作。使用glEnable顯示不正確(GL_DEPTH_TEST)

這裏是我的代碼:

#include <iostream> 
#include <SDL/SDL.h> 
#include <gl/glut.h> 

const static int WIDTH = 640; 
const static int HEIGHT = 480; 

GLfloat angle = 0.0f; 

static GLfloat position[4] = {0.0, 50.0, -50.0, 1.0}; 
static GLfloat diffuse[3] = {0.64, 0.64, 0.64}; 
static GLfloat specular[3] = {0.64, 0.64, 0.64}; 
static GLfloat emissive[3] = {0.0, 0.0, 1.0}; 

static GLfloat vertices[72] = 
{ 
    1.000000, -1.000000, -1.000000,  //V1 
    1.000000, -1.000000, 1.000000,  //V2 
    -1.000000, -1.000000, 1.000000,  //V3 
    -1.000000, -1.000000, -1.000000, //V4 

    1.000000, 1.000000, -0.999999,  //V5 
    -1.000000, 1.000000, -1.000000,  //V8 
    -1.000000, 1.000000, 1.000000,  //V7 
    0.999999, 1.000000, 1.000001,  //V6 

    1.000000, -1.000000, -1.000000,  //V1 
    1.000000, 1.000000, -0.999999,  //V5 
    0.999999, 1.000000, 1.000001,  //V6 
    1.000000, -1.000000, 1.000000,  //V2 

    1.000000, -1.000000, 1.000000,  //V2 
    0.999999, 1.000000, 1.000001,  //V6 
    -1.000000, 1.000000, 1.000000,  //V7 
    -1.000000, -1.000000, 1.000000,  //V3 

    -1.000000, -1.000000, 1.000000,  //V3 
    -1.000000, 1.000000, 1.000000,  //V7 
    -1.000000, 1.000000, -1.000000,  //V8 
    -1.000000, -1.000000, -1.000000, //V4 

    1.000000, 1.000000, -0.999999,  //V5 
    1.000000, -1.000000, -1.000000,  //V1 
    -1.000000, -1.000000, -1.000000, //V4 
    -1.000000, 1.000000, -1.000000  //V8 
}; 

static GLfloat normals[72] = 
{ 
    0.000000, -1.000000, 0.000000, 
    0.000000, -1.000000, 0.000000, 
    0.000000, -1.000000, 0.000000, 
    0.000000, -1.000000, 0.000000, 

    0.000000, 1.000000, 0.000000, 
    0.000000, 1.000000, 0.000000, 
    0.000000, 1.000000, 0.000000, 
    0.000000, 1.000000, 0.000000, 

    1.000000, 0.000000, 0.000000, 
    1.000000, 0.000000, 0.000000, 
    1.000000, 0.000000, 0.000000, 
    1.000000, 0.000000, 0.000000, 

    -0.000000, -0.000000, 1.000000, 
    -0.000000, -0.000000, 1.000000, 
    -0.000000, -0.000000, 1.000000, 
    -0.000000, -0.000000, 1.000000, 

    -1.000000, -0.000000, -0.000000, 
    -1.000000, -0.000000, -0.000000, 
    -1.000000, -0.000000, -0.000000, 
    -1.000000, -0.000000, -0.000000, 

    0.000000, -0.000000, -1.000000, 
    0.000000, -0.000000, -1.000000, 
    0.000000, -0.000000, -1.000000, 
    0.000000, -0.000000, -1.000000 
}; 

static void  eventListener(SDL_Event *pEvent, bool *pContinue) 
{ 
    while (SDL_PollEvent(pEvent)) 
    { 
     switch(pEvent->type) 
     { 
     case SDL_QUIT: 
      *pContinue = false; 
      break; 
     case SDL_KEYDOWN: 
      switch (pEvent->key.keysym.sym) 
      { 
      case SDLK_ESCAPE: 
       *pContinue = false; 
       break; 
      } 
     } 
    } 
} 

static void  beginRender(void) 
{ 
    /*Perspective*/ 

    glMatrixMode(GL_PROJECTION); 
    glLoadIdentity(); 
    glViewport(0, 0, WIDTH, HEIGHT); 
    gluPerspective(60.0, (float)(WIDTH/HEIGHT), 0.0f, 1000.0f); 
    gluLookAt(0.0f, 0.0, 7.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); 

    /*Clear screen*/ 

    glClearDepth(1.0f); 
    glClearColor(0.13f, 0.12f, 0.13f, 1.0f); 
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 

    /*Prepare model transformations*/ 

    glMatrixMode(GL_MODELVIEW); 
    glLoadIdentity(); 

    /*Light settings*/ 

    glEnable(GL_LIGHTING); 
    glEnable(GL_LIGHT0); 

    /*Depth test*/ 

    glEnable(GL_DEPTH_TEST); //PROBLEM COMES FROM HERE 
} 

static void  renderFrame(void) 
{ 
    /*light position*/ 

    glLightfv(GL_LIGHT0, GL_POSITION, position); 

    /*Model transformations*/ 

    glPushMatrix(); 
    glRotatef(angle, 0.0f, 1.0f, 1.0f); 

    /*Light materials*/ 

    glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse); 
    glMaterialfv(GL_FRONT, GL_SPECULAR, specular); 
    glMaterialfv(GL_FRONT, GL_EMISSION, emissive); 
    glMateriali(GL_FRONT, GL_SHININESS, 10); 

    /*Model rendering*/ 

    glEnableClientState(GL_VERTEX_ARRAY); 
    glEnableClientState(GL_NORMAL_ARRAY); 

    glVertexPointer(3, GL_FLOAT, 0, vertices); 
    glNormalPointer(GL_FLOAT, 0, normals); 

    glDrawArrays(GL_QUADS, 0, 24); 

    glDisableClientState(GL_NORMAL_ARRAY); 
    glDisableClientState(GL_VERTEX_ARRAY); 

    angle += 0.010f; 
    glPopMatrix(); 
} 

static void  endRender(void) 
{ 
    glFlush(); 
    SDL_GL_SwapBuffers(); 
} 

static void  startRendering(void) 
{ 
    bool  continuer = true; 
    SDL_Event event; 

    while (continuer) 
    { 
     eventListener(&event, &continuer); 
     beginRender(); 
     renderFrame(); 
     endRender(); 
    } 
} 

int    main(int ac, char **av) 
{ 
    SDL_Init(SDL_INIT_VIDEO); 
    SDL_WM_SetCaption("Test luminosity",NULL); 
    SDL_SetVideoMode(WIDTH, HEIGHT, 32, SDL_OPENGL | SDL_DOUBLEBUF); 

    startRendering(); 
    SDL_Quit(); 
    return (0); 
} 

下面是用glEnable(GL_DEPTH_TEST)屏幕(臉上都閃爍)

enter image description here

沒有這個電話(無閃爍的顯示,但不能深度測試)

enter image description here

我嘗試了幾個代碼組合,但沒有成功。

有人能幫助我嗎?

在此先感謝您的幫助。

回答

8

你的近剪裁平面設置不正確,所以你的Z緩衝不起作用。

gluPerspective(60.0, (float)(WIDTH/HEIGHT), 0.0f, 1000.0f); 
              ^^^^ 

將它設置爲合理的距離 - 儘可能遠離您的生活。

另外,不要把相機方向(即視圖變換)插入投影矩陣...

最後,注意,大部分的這一功能已被棄用,不再提供GL的較新版本。推薦的方法是處理自己的矩陣計算,並使用可編程管道來渲染幾何圖形。

+0

你好,非常感謝你的回答。關於矩陣和幾何管理我將使用我自己的矩陣管理和着色器,就像你說的。這是我的主要目標。感謝所有。再見。 – user1364743 2013-03-19 18:29:01