這是我第一次使用OpenGL正常工作,雖然我已經使用了一點C之前C/OpenGL - 無法獨立修改多維數據集?
我已經寫了我自己的drawCube函數,它接受一個座標數組作爲立方體的原點。
我希望代碼能夠將所有的方塊都畫出來,但它們不是。它也沒有畫出另外兩個獨立的立方體。我花了幾個小時過去了,但不知道爲什麼。是否因爲drawCube沒有返回可用於display()的東西,如果有的話它需要返回什麼?
正如你可能會說,這將最終成爲一個魔方。我有什麼用數據結構做一次我做了這一半的想法,但在那之前我都覺得自己
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear screen
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
int x, y, z = 0;
for (z = -1; z < 2; z++) {
for (y = -1; y < 2; y++) {
for (x = -1; x < 2; x++) {
float origin[3] = {x, y, z};
glPushMatrix();
glTranslatef(x, y, z);
glRotatef(45, 0.0, 1.0, 0.5);
drawCube(origin);
glPopMatrix();
}
}
}
glPushMatrix();
glTranslatef(1,1,0);
glRotatef(45, 0.1, 0.2, 0.5);
glColor3ub(255,0,255);
float origin0[3] = {-10, 10, 0};
drawCube(origin0);
glPopMatrix();
glPushMatrix();
glTranslatef(1,-1,0);
glRotatef(45, 0.1, 0.2, 0.5);
glColor3ub(255,0,0);
float origin1[3] = {10, -10, 0};
drawCube(origin1);
glPopMatrix();
// Double buffering effect
//glFlush();
glutSwapBuffers();
}
而且drawCube功能:
void drawCube(float origin[]) {
// Rotates the cube
glLoadIdentity();
// Rotate when user changes rotate_x and rotate_y
glRotatef(rotate_x, 1.0, 0.0, 0.0);
glRotatef(rotate_y, 0.0, 1.0, 0.0);
//printf("X: %f Y: %f", rotate_x, rotate_y);
// Use glTranslate(x,y,z) to move it
//glTranslatef(0.1, 0.0, 0.0);
glScalef(0.2,0.2,0.2);
// Define the vertices counterclockwise. Not important now but will be once
// start to work with lighting, textures etc
// Red side - FRONT
glBegin(GL_POLYGON); // Start drawing front of cube
glColor3f(1.0, 0.0, 0.0);
glVertex3f(origin[0]-0.5, origin[1]-0.5, origin[2]-0.5); // Vertex 1
glVertex3f(origin[0]-0.5, origin[1]+0.5, origin[2]-0.5); // Vertex 2
glVertex3f(origin[0]+0.5, origin[1]+0.5, origin[2]-0.5); // Vertex 3
glVertex3f(origin[0]+0.5, origin[1]-0.5, origin[2]-0.5); // Vertex 4
glEnd();
// Orange side - BACK
glBegin(GL_POLYGON);
glColor3f( 1.0, 0.5, 0.0);
glVertex3f(origin[0]+0.5, origin[1]-0.5, origin[2]+0.5);
glVertex3f(origin[0]+0.5, origin[1]+0.5, origin[2]+0.5);
glVertex3f(origin[0]-0.5, origin[1]+0.5, origin[2]+0.5);
glVertex3f(origin[0]-0.5, origin[1]-0.5, origin[2]+0.5);
glEnd();
// White side - RIGHT
glBegin(GL_POLYGON);
glColor3f( 1.0, 1.0, 1.0);
glVertex3f(origin[0]+0.5, origin[1]-0.5, origin[2]-0.5);
glVertex3f(origin[0]+0.5, origin[1]+0.5, origin[2]-0.5);
glVertex3f(origin[0]+0.5, origin[1]+0.5, origin[2]+0.5);
glVertex3f(origin[0]+0.5, origin[1]-0.5, origin[2]+0.5);
glEnd();
// Yellow side - LEFT
glBegin(GL_POLYGON);
glColor3f( 1.0, 1.0, 0.0);
glVertex3f(origin[0]-0.5, origin[1]-0.5, origin[2]+0.5);
glVertex3f(origin[0]-0.5, origin[1]+0.5, origin[2]+0.5);
glVertex3f(origin[0]-0.5, origin[1]+0.5, origin[2]-0.5);
glVertex3f(origin[0]-0.5, origin[1]-0.5, origin[2]-0.5);
glEnd();
// Green side - TOP
glBegin(GL_POLYGON);
glColor3f( 0.0, 1.0, 0.0);
glVertex3f(origin[0]+0.5, origin[1]+0.5, origin[2]+0.5);
glVertex3f(origin[0]+0.5, origin[1]+0.5, origin[2]-0.5);
glVertex3f(origin[0]-0.5, origin[1]+0.5, origin[2]-0.5);
glVertex3f(origin[0]-0.5, origin[1]+0.5, origin[2]+0.5);
glEnd();
// Blue side - BOTTOM
glBegin(GL_POLYGON);
glColor3f( 0.0, 0.0, 1.0);
glVertex3f(origin[0]+0.5, origin[1]-0.5, origin[2]-0.5);
glVertex3f(origin[0]+0.5, origin[1]-0.5, origin[2]+0.5);
glVertex3f(origin[0]-0.5, origin[1]-0.5, origin[2]+0.5);
glVertex3f(origin[0]-0.5, origin[1]-0.5, origin[2]-0.5);
glEnd();
}
您可以在drawCube中調用glLoadIdentity,這基本上會重置您的矩陣堆棧,因此每次調用drawCube時都會繪製完全相同的立方體:調用之間的所有之前的矩陣操作都會被glLoadIdentity調用拋棄。刪除它並看看會發生什麼,它可能會解決您的問題或提出新問題。 –
非常感謝Henk。這當然會帶來一個新問題。假設我使用display()中的x == -1來旋轉切片90度。它看起來不錯,如果看着臉上,但出現錯誤,如果你離軸像這樣 http://imgur.com/JV9M42Q – bla9x
好吧,我恐怕我不是一個與舊的OpenGL功能的嚮導,所以我不是當然。我認爲在圖片中立方體本身是固定的,但是相機是圍繞立方體旋轉的?調用'glRotatef(45,0.0,1.0,0.5);'將圍繞向量(0,1,0.5)旋轉。因爲這對我來說聽起來不對,你是不是應該圍繞垂直於你旋轉的立方體的軸旋轉,在這些立方體的中心?你能否更詳細地解釋你的旋轉順序,特別是rotate_x/y變量。 –