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无法在OpenGL中使用Gouraud着色
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Stack Overflow用户
提问于 2013-02-10 17:26:48
回答 1查看 8.6K关注 0票数 1

我试图得到一个形状,有一些阴影由于光源,但我希望所有的形状都是一种颜色。

我的问题是,无论我怎么努力,我似乎都无法在单一颜色模型上获得任何阴影。我已经将我的模型简化为一个三角形,以使这个示例更清晰:

代码语言:javascript
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#include <GL/glut.h>
#include <math.h>
#include <iostream>

#include<map>
#include<vector>

using namespace std;

/* Verticies for simplified demo */
float vertices[][3] = {
            {0.1, 0.1, 0.1},
            {0.2, 0.8, 0.3},
            {0.3, 0.5, 0.5},
            {0.8, 0.2, 0.1},
           };
const int VERTICES_SIZE = 4;
/* Polygons for simplified demo */
int polygon[][3] = {
                {0, 1, 3},
                {0, 2, 1},
                {0, 3, 2},
                {1, 2, 3},
            };
const int POLYGON_SIZE = 4;
/* Average point for looking at */
float av_point[3];

/*
 * Holds the normal for each vertex calculated by averaging the
 * planar normals that each vertex is connected to.
 * It holds {index_of_vertex_in_vertices : normal}
 */
map<int, float*> vertex_normals;

/*
 * Calculates average point in list of vertices
 * Stores in result
 */
void averagePoint(float vertices[][3], int length, float result[3]) {
  for(int i = 0; i < length; i++) {
    result[0] += vertices[i][0];
    result[1] += vertices[i][1];
    result[2] += vertices[i][2];
  }

  result[0] /= length;
  result[1] /= length;
  result[2] /= length;
}

/*
 * Performs inplace normalisation of vector v
 */
void normalise(float v[3]) {
  GLfloat length = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
  v[0] /= length;
  v[1] /= length;
  v[2] /= length;
}

/*
 * Performs cross product of vectors u and v and stores
 * result in result
 * Normalises result.
 */
void crossProduct(float u[], float v[], float result[]) {
  result[0] = u[1] * v[2] - u[2] * v[1];
  result[1] = u[2] * v[0] - u[0] * v[2];
  result[2] = u[0] * v[1] - u[1] * v[0];
}

/*
 * Calculates normal for plane
 */
void calculate_normal(int polygon[3], float vertices[][3], float normal[3]) {
  GLfloat u[3], v[3];
  for (int i = 0; i < 3; i++) {
    u[i] = vertices[polygon[0]][i] - vertices[polygon[1]][i];
    v[i] = vertices[polygon[2]][i] - vertices[polygon[1]][i];
  }

  crossProduct(u, v, normal);
  normalise(normal);
}

/*
 * Populates vertex_normal with it's averaged face normal
 */
void calculate_vertex_normals (map<int, float*> &vertex_normal){
  map<int, vector<int> > vertex_to_faces;
  map<int, float*> faces_to_normal;
  // Loop over faces
  for (int i = 0; i < POLYGON_SIZE; i++) {
    float* normal = new float[3];
    calculate_normal(polygon[i], vertices, normal);
    for (int j = 0; j < 3; j++) {
     vertex_to_faces[polygon[i][j]].push_back(i);
    }
    faces_to_normal[i] = normal;
  }


  vertex_normal.clear();
  // Loop over vertices
  for (int v = 0; v < VERTICES_SIZE; v++) {
    vector<int> faces = vertex_to_faces[v];
    int faces_count = 0;
    float* normal = new float[3];
    for (vector<int>::iterator it = faces.begin(); it != faces.end(); ++it){
      normal[0] += faces_to_normal[*it][0];
      normal[1] += faces_to_normal[*it][1];
      normal[2] += faces_to_normal[*it][2];
      faces_count++;
    }
    normal[0] /= faces_count;
    normal[1] /= faces_count;
    normal[2] /= faces_count;
    vertex_normal[v] = normal;
  }

  // Delete normal declared in first loop
  for (int i = 0; i < POLYGON_SIZE; i++) {
    delete faces_to_normal[i];
  }
}

/*
 * Draws polygons in polygon array.
 */
void draw_polygon() {
  for(int i = 0; i < POLYGON_SIZE; i++) {
    glBegin(GL_POLYGON);
    for(int j = 0; j < 3; j++) {
      glNormal3fv(vertex_normals[polygon[i][j]]);
      glVertex3fv(vertices[polygon[i][j]]);
    }
    glEnd();
  }
}


/*
 * Sets up lighting and material properties
 */
void init()
{
  // Calculate average point for looking at
  averagePoint(vertices, VERTICES_SIZE, av_point);

  // Calculate vertices average normals
  calculate_vertex_normals(vertex_normals);

  glClearColor (0.0, 0.0, 0.0, 0.0);
  cout << "init" << endl;

  // Intialise and set lighting parameters
  GLfloat light_pos[] = {1.0, 1.0, 1.0, 0.0};
  GLfloat light_ka[] = {0.2, 0.2, 0.2, 1.0};
  GLfloat light_kd[] = {1.0, 1.0, 1.0, 1.0};
  GLfloat light_ks[] = {1.0, 1.0, 1.0, 1.0};

  glLightfv(GL_LIGHT0, GL_POSITION, light_pos);
  glLightfv(GL_LIGHT0, GL_AMBIENT,  light_ka);
  glLightfv(GL_LIGHT0, GL_DIFFUSE,  light_kd);
  glLightfv(GL_LIGHT0, GL_SPECULAR, light_ks);

  // Initialise and set material parameters
  GLfloat material_ka[] = {1.0, 1.0, 1.0, 1.0};
  GLfloat material_kd[] = {0.43, 0.47, 0.54, 1.0};
  GLfloat material_ks[] = {0.33, 0.33, 0.52, 1.0};
  GLfloat material_ke[] = {0.0, 0.0, 0.0, 0.0};
  GLfloat material_se[] = {10.0};

  glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT,  material_ka);
  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE,  material_kd);
  glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,  material_ks);
  glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION,  material_ke);
  glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, material_se);

  // Smooth shading
  glShadeModel(GL_SMOOTH);

  // Enable lighting
  glEnable (GL_LIGHTING);
  glEnable (GL_LIGHT0);

  // Enable Z-buffering
  glEnable(GL_DEPTH_TEST);
}

/*
 * Free's resources
 */
void destroy() {
  for (int i = 0; i < VERTICES_SIZE; i++) {
    delete vertex_normals[i];
  }
}

/*
 * Display simple polygon
 */
void display (){
  glClear  (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  draw_polygon();
  glutSwapBuffers();
}

/*
 * Sets up camera perspective and view point
 * Looks at average point in model.
 */
void reshape (int w, int h)
{
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  gluPerspective(70, 1.0, 0.1, 1000);
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
  gluLookAt(0, 0, 1, av_point[0], av_point[1], av_point[2], 0, 0.5, 0);
}

int main (int argc, char **argv)
{

  // Initialize graphics window
  glutInit(&argc, argv);
  glutInitWindowSize(256, 256);
  glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE);

  // Initialize OpenGL
  init();

  glutCreateWindow("Rendering");
  glutDisplayFunc(display);
  glutReshapeFunc(reshape);

  glutMainLoop   ();

  destroy();

  return 1;
}

我对OpenGL是个新手,所以我希望它是简单的东西。因为我记得设置我的法线,所以我不确定还有什么地方出了问题。

最终目标是为我的课程作业渲染一个带有Gouraud着色(然后是纹理)的脸,但是我们几乎被留下来自己弄清楚OpenGL (1.4门课程的要求),而且我们不允许使用着色器。我正在尝试创建类似于这张图片的东西(取自Google):

用我的三角形。

EN

回答 1

Stack Overflow用户

发布于 2013-02-10 19:36:27

您似乎在多个位置有一个名为vertices的数组(这是正确的拼写)和另一个名为verticies的数组(calculate_normal是最明显的例子)。这是个错误吗?这可能会扰乱您的正常计算,即您从第一个数组中获取一个坐标,但从另一个不相关的数组中获取第二个坐标。

票数 0
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页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/14796313

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