OpenGL / GLUT是我的照明方法吗?

时间:2014-10-05 20:41:15

标签: c++ opengl

我被要求使用GL_TRIANGLE_STRIP制作一个简单的螺旋桨。但是,编写结构并不难,但是当我使用GL_TRIANGLE_STRIP时,让灯光正常工作会给我带来麻烦。在我使用GL_POLYGON并为形状(例如矩形)制作光照之前,我只需为每个形状指定glNormal3f一次。

问题:基于一些互联网搜索,显然我需要为每个形状指定涡旋的法线向量。那么我当前的灯光(我指定法线向量的方式)是否正确?

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#include <GL/glut.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>

#define PI 3.14159265

static GLfloat lpos[] = { 0.0, 0.0, 4.0, 1.0 };
static GLfloat white[] = { 1.0, 1.0, 1.0, 1.0 };
static GLfloat black[] = { 0.0, 0.0, 0.0, 1.0 };
static GLfloat red[] = { 1.0, 0.0, 0.0, 1.0 };
static GLfloat yellow[] = { 1.0, 1.0, 0.0, 1.0 };
static float alpha = 0.0;
static float beta = PI / 6.0;
static float zoom = 10.0;
static bool lightSource = true;
float twistConstant = 0;
float rotateConstant = 0;
float numberOfObj = 3;
float numberOfTriangles = 1;
static GLdouble cpos[3];



void DrawTopTriangleSet(){
    glMaterialfv(GL_FRONT, GL_EMISSION, black);
    glMaterialfv(GL_BACK, GL_EMISSION, black);
    glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, yellow);
    glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, yellow);
    glBegin(GL_TRIANGLE_STRIP);

    for (int i = 180; i >= 0; i = i - numberOfTriangles){
        glNormal3f(0, cos(i*PI / 180), sin(i*PI / 180));
        glVertex3f(i*PI / 180, 0, 0.5*sin(i*PI / 180));
        glVertex3f(i*PI / 180, 0.5*sin(i*PI / 180), twistConstant*-sin(i*PI / 180));
    }

    glEnd();
}

void DrawBottomTriangleSet(){
    glMaterialfv(GL_FRONT, GL_EMISSION, black);
    glMaterialfv(GL_BACK, GL_EMISSION, black);
    glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, yellow);
    glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, yellow);
    glBegin(GL_TRIANGLE_STRIP);

    for (int i = 180; i >= 0; i = i - numberOfTriangles){
        glNormal3f(0, -cos(i*PI / 180), sin(i*PI / 180));
        glVertex3f(i*PI / 180, -0.5*sin(i*PI / 180), twistConstant*sin(i*PI / 180));
        glVertex3f(i*PI / 180, 0, 0.5*sin(i*PI / 180));
    }

    glEnd();
}

void DrawBackTriangleSet(){
    glMaterialfv(GL_FRONT, GL_EMISSION, black);
    glMaterialfv(GL_BACK, GL_EMISSION, black);
    glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, yellow);
    glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, yellow);
    glBegin(GL_TRIANGLE_STRIP);


    for (int i = 180; i >= 0; i = i - numberOfTriangles){
        glNormal3f(0, -cos(i*PI / 180), -sin(i*PI / 180));
        glVertex3f(i*PI / 180, 0.5*sin(i*PI / 180), twistConstant*-sin(i*PI / 180));
        glVertex3f(i*PI / 180, -0.5*sin(i*PI / 180), twistConstant*sin(i*PI / 180));
    }

    glEnd();
}

void DrawInsideTriangleSet(){
    glMaterialfv(GL_FRONT, GL_EMISSION, black);
    glMaterialfv(GL_BACK, GL_EMISSION, black);
    glBegin(GL_TRIANGLE_STRIP);

    for (int i = 180; i >= 0; i = i - numberOfTriangles){
        glVertex3f(i*PI / 180, 0.5*sin(i*PI / 180), twistConstant*-sin(i*PI / 180));
        glVertex3f(i*PI / 180, 0, 0.5*sin(i*PI / 180));
        glVertex3f(i*PI / 180, -0.5*sin(i*PI / 180), twistConstant*sin(i*PI / 180));
    }

    glEnd();
}

void writemessage()
{
    printf(" X => x++ <= Move light source in direction of +X\n");
    printf(" Y => y++ <= Move light source in direction of +Y\n");
    printf(" Z => z++ <= Move light source in direction of +Z\n");
    printf("\n");
    printf("^X => x-- <= Move light source in direction of -X\n");
    printf("^Y => y-- <= Move light source in direction of -Y\n");
    printf("^Z => z-- <= Move light source in direction of -Z\n");
    printf("\n");
    printf(" ^ => Move camera up\n");
    printf(" > => Move camera right\n");
    printf(" < => Move camera left\n");
    printf(" down arrow => Move camera down\n");
    printf("\n");
    printf(" t => More Twist\n");
    printf(" f => Less Twist\n");
    printf("\n");
    printf(" q => More Propeller\n");
    printf(" f => Less Propeller\n");
    printf("\n");
    printf(" w => More Triangles\n");
    printf(" s => Less Triangles\n");
    printf("\n");
    printf(" 0 => Toggling light source\n");
    printf("\n");
    printf(" r => Rotates Propeller\n");
    printf("\n");
    printf(" You can not move the light source when the light source is off !!!");
}

void reshape(int w, int h)
{
    glViewport(0, 0, (GLsizei)w, (GLsizei)h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(45.0, (GLfloat)w / (GLfloat)h, 0.01, 20.0);
    glMatrixMode(GL_MODELVIEW);
}

void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();
    cpos[0] = zoom * cos(beta) * sin(alpha);
    cpos[1] = zoom * sin(beta);
    cpos[2] = zoom * cos(beta) * cos(alpha);
    gluLookAt(cpos[0], cpos[1], cpos[2], 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
    if (lightSource == true){
        glLightfv(GL_LIGHT0, GL_POSITION, lpos);
        glMaterialfv(GL_FRONT, GL_EMISSION, white);
        glPushMatrix();
        glTranslatef(lpos[0], lpos[1], lpos[2]);
        glutSolidSphere(0.1, 10, 8);
        glPopMatrix();
        glMaterialfv(GL_FRONT, GL_EMISSION, black);
    }
    glRotatef(rotateConstant, 0, 0, 1);


    for (int i = 0; i < numberOfObj; i++){
        glPushMatrix();
        glRotatef(i * 360 / numberOfObj, 0, 0, 1);

        DrawTopTriangleSet();
        DrawBottomTriangleSet();
        DrawBackTriangleSet();
        DrawInsideTriangleSet();

        glPopMatrix();
    }


    // Cone
    glMaterialfv(GL_FRONT, GL_EMISSION, black);
    glMaterialfv(GL_BACK, GL_EMISSION, black);
    glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
    glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, red);
    glPushMatrix();
    glTranslated(0, 0, -1.5);
    glutSolidCone(1, 2, 50, 50);
    glPopMatrix();

    // Back of Cone
    glMaterialfv(GL_FRONT, GL_EMISSION, black);
    glMaterialfv(GL_BACK, GL_EMISSION, black);
    glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
    glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, red);
    glBegin(GL_POLYGON);
    glNormal3f(0, 0, 1);
    for (int i = 0; i <= 360; i++)
    {
        glVertex3f(cos(i*PI / 180) * 1, sin(i*PI / 180) * 1, -1.5);
    }

    glEnd();


    glutSwapBuffers();
    glFlush();
}


void keyboard(unsigned char key, int x, int y)
{
    switch (key) {
    case 27:
        exit(0);
        break;
    case 'x':
        if (lightSource == true)
            lpos[0] = lpos[0] + 0.2;
        glutPostRedisplay();
        break;
    case 'X':
        if (lightSource == true)
            lpos[0] = lpos[0] - 0.2;
        glutPostRedisplay();
        break;
    case 'y':
        if (lightSource == true)
            lpos[1] = lpos[1] + 0.2;
        glutPostRedisplay();
        break;
    case 'Y':
        if (lightSource == true)
            lpos[1] = lpos[1] - 0.2;
        glutPostRedisplay();
        break;
    case 'z':
        if (lightSource == true)
            lpos[2] = lpos[2] + 0.2;
        glutPostRedisplay();
        break;
    case 'Z':
        if (lightSource == true)
            lpos[2] = lpos[2] - 0.2;
        glutPostRedisplay();
        break;

    case '+':
        if (zoom != 1.5)zoom = zoom - 0.5;
        glutPostRedisplay();
        break;
    case '-':
        if (zoom != 15)zoom = zoom + 0.5;
        glutPostRedisplay();
        break;
    case '0':
        if (lightSource == true){
            glDisable(GL_LIGHT0);
            lightSource = false;
        }
        else{
            glEnable(GL_LIGHT0);
            lightSource = true;
        }
        glutPostRedisplay();
        break;
    case 't':
        if (twistConstant <= 1){
            twistConstant = twistConstant + 0.05;
            glutPostRedisplay();
        }
        break;
    case 'f':
        if (twistConstant >= 0){
            twistConstant = twistConstant - 0.05;
            glutPostRedisplay();
        }
        break;
    case 'r':
        rotateConstant = rotateConstant + 2;
        glutPostRedisplay();

        break;
    case 'q':
        if (numberOfObj <= 6){
            numberOfObj++;
            glutPostRedisplay();
        }

        break;
    case 'a':
        if (numberOfObj >= 0){
            numberOfObj--;
            glutPostRedisplay();
        }

        break;
    case 's':
        if (numberOfTriangles <90){
            numberOfTriangles++;
            glutPostRedisplay();
        }

        break;
    case 'w':
        if (numberOfTriangles > 1){
            numberOfTriangles--;
            glutPostRedisplay();
        }

        break;
    default:
        break;
    }
}


void specialkey(GLint key, int x, int y)
{
    switch (key) {
    case GLUT_KEY_RIGHT:
        alpha = alpha + PI / 180;
        if (alpha > 2 * PI) alpha = alpha - 2 * PI;
        glutPostRedisplay();
        break;
    case GLUT_KEY_LEFT:
        alpha = alpha - PI / 180;
        if (alpha < 0) alpha = alpha + 2 * PI;
        glutPostRedisplay();
        break;
    case GLUT_KEY_UP:
        if (beta < 0.45*PI) beta = beta + PI / 180;
        glutPostRedisplay();
        break;
    case GLUT_KEY_DOWN:
        if (beta > -0.05*PI) beta = beta - PI / 180;
        glutPostRedisplay();
        break;


    default:
        break;
    }
}

int main(int argc, char** argv)
{
    writemessage();
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
    glutInitWindowSize(1200, 800);
    glutInitWindowPosition(0, 0);
    glutCreateWindow(argv[0]);

    glClearColor(0.0, 0.0, 0.0, 0.0);
    glEnable(GL_DEPTH_TEST);
    glShadeModel(GL_SMOOTH);

    glEnable(GL_LIGHTING);
    glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
    glEnable(GL_LIGHT0);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    gluLookAt(0.0, 5.0, 10.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0);

    glutDisplayFunc(display);
    glutReshapeFunc(reshape);
    glutKeyboardFunc(keyboard);
    glutSpecialFunc(specialkey);

    glutMainLoop();
    return 0;
}

1 个答案:

答案 0 :(得分:4)

我不认为你的法线是正确的。例如,对于几何体的这一部分:

glNormal3f(0, cos(i*PI / 180), sin(i*PI / 180));
glVertex3f(i*PI / 180, 0, 0.5*sin(i*PI / 180));
glVertex3f(i*PI / 180, 0.5*sin(i*PI / 180), twistConstant*-sin(i*PI / 180));

由于twistConstant是顶点坐标计算的一部分,因此它看起来非常可疑,它也不是正常计算的一部分。如果法线改变顶点的计算方式,我认为法线不可能不依赖于常数值。

让我们试着计算一下这种情况的正常情况。这只是为了说明这个过程,如果不尝试,我很可能不会完全正确。

对于参数化曲面,通常将法线计算为两个梯度向量的交叉乘积(每个参数对应一个)。使用a缩写为I * PI / 180的角度,ctwistConstant的缩写,上述代码中的两个顶点为:

     | a            |         | a            |
v1 = | 0            |    v2 = | 0.5 * sin(a) |
     | 0.5 * sin(a) |         | - c * sin(a) |

顶点a处参数v1的渐变是:

           | 1            |
dv1 / da = | 0            |
           | 0.5 * cos(a) |

我读代码的方式,表面在这两个顶点之间的方向是平的,所以我们可以使用两个向量之间的差异作为第二个渐变:

          | 0                    |
v2 - v1 = | 0.5 * sin(a)         |
          | - (c + 0.5) * sin(a) |

这两个梯度向量之间的叉积是:

| 1            |   | 0                    |   | -0.25 * sin(a) * cos(a) |
| 0            | x | 0.5 * sin(a)         | = | (c + 0.5) * sin(a)      |
| 0.5 * cos(a) |   | - (c + 0.5) * sin(a) |   | 0.5 * sin(a)            |

这将是顶点v1处的法线。 v2处的法线将是不同的,这是有道理的,因为刀片是扭曲的。

除了数学之外,您还缺少在DrawInsideTriangleSet()中指定法线:

glVertex3f(i*PI / 180, 0.5*sin(i*PI / 180), twistConstant*-sin(i*PI / 180));
glVertex3f(i*PI / 180, 0, 0.5*sin(i*PI / 180));
glVertex3f(i*PI / 180, -0.5*sin(i*PI / 180), twistConstant*sin(i*PI / 180));

第一个电话可能应该是glNormal3f()而不是glVertex3f()

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