У меня возникли трудности с выяснением моей проблемы (если есть какие-либо проблемы) при освещении этого клинка. Я не понимаю, почему в этих скриншотах мне нужно переместить источник света вправо, чтобы полностью ослабить лезвие.OpenGL/Загрязнение не имеет смысла
Вопрос:
То, что я прошу, это было бы здорово, если вы можете запустить свой код и проверить его самостоятельно и посмотреть, если есть какие-либо ошибки в освещении или я просто неправильно.
Примечание:
n ==> Toggles to show the Normal vectors
t ==> Twists the blade
f ==> Flattens the blade
up/down/right/left/+/- ==> Move the camera
#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 = 1;
float numberOfTriangles = 1;
static GLdouble cpos[3];
bool showNormalVectors = false;
float x;
float y;
float z;
float twistAng;
float twistCos;
float twistSin;
float yTwisted;
float zTwisted;
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){
x = i*PI/180;
y = 0.5*sin(i*PI/180);
z = -sin(i*PI/180);
twistAng = twistConstant * x;
twistCos = cos(twistAng);
twistSin = sin(twistAng);
yTwisted = twistCos * y - twistSin * z;
zTwisted = twistSin * y + twistCos * z;
glNormal3f(x, sin(yTwisted), cos(zTwisted));
glVertex3f(x, 0, y);
glVertex3f(x, yTwisted, zTwisted);
}
glEnd();
}
void DrawTopTriangleSetNormalVector(){
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_EMISSION, black);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, white);
for (int i = 180; i >= 0; i = i - numberOfTriangles-5){
x = i*PI/180;
y = 0.5*sin(i*PI/180);
z = -sin(i*PI/180);
twistAng = twistConstant * x;
twistCos = cos(twistAng);
twistSin = sin(twistAng);
yTwisted = twistCos * y - twistSin * z;
zTwisted = twistSin * y + twistCos * z;
glLineWidth(2.5);
glColor3f(1.0, 0.0, 0.0);
glBegin(GL_LINES);
glVertex3f(x, 0.0, 0.0);
glVertex3f(x, sin(yTwisted), cos(zTwisted));
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){
x = i*PI/180;
y = -0.5*sin(i*PI/180);
z = sin(i*PI/180);
twistAng = twistConstant * x;
twistCos = cos(twistAng);
twistSin = sin(twistAng);
yTwisted = twistCos * y - twistSin * z;
zTwisted = twistSin * y + twistCos * z;
glNormal3f(x, sin(yTwisted), cos(zTwisted));
glVertex3f(x, yTwisted, zTwisted);
glVertex3f(x, 0, -y);
}
glEnd();
}
void DrawBottomTriangleSetNormalVector(){
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_EMISSION, black);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, white);
for (int i = 180; i >= 0; i = i - numberOfTriangles-5){
x = i*PI/180;
y = -0.5*sin(i*PI/180);
z = sin(i*PI/180);
twistAng = twistConstant * x;
twistCos = cos(twistAng);
twistSin = sin(twistAng);
yTwisted = twistCos * y - twistSin * z;
zTwisted = twistSin * y + twistCos * z;
glLineWidth(2.5);
glColor3f(1.0, 0.0, 0.0);
glBegin(GL_LINES);
glVertex3f(x, 0.0, 0.0);
glVertex3f(x, sin(yTwisted), cos(zTwisted));
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){
x = i*PI/180;
y = 0.5*sin(i*PI/180);
z = -sin(i*PI/180);
twistAng = twistConstant * x;
twistCos = cos(twistAng);
twistSin = sin(twistAng);
yTwisted = twistCos * y - twistSin * z;
zTwisted = twistSin * y + twistCos * z;
glNormal3f(x, sin(yTwisted), -cos(zTwisted));
glVertex3f(x, yTwisted, zTwisted);
x = i*PI/180;
y = -0.5*sin(i*PI/180);
z = sin(i*PI/180);
twistAng = twistConstant * x;
twistCos = cos(twistAng);
twistSin = sin(twistAng);
yTwisted = twistCos * y - twistSin * z;
zTwisted = twistSin * y + twistCos * z;
glNormal3f(x, sin(yTwisted), -cos(zTwisted));
glVertex3f(x, yTwisted, zTwisted);
}
glEnd();
}
void DrawBackTriangleSetNormalVector(){
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_EMISSION, black);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, white);
for (int i = 180; i >= 0; i = i - numberOfTriangles-5){
x = i*PI/180;
y = 0.5*sin(i*PI/180);
z = -sin(i*PI/180);
twistAng = twistConstant * x;
twistCos = cos(twistAng);
twistSin = sin(twistAng);
yTwisted = twistCos * y - twistSin * z;
zTwisted = twistSin * y + twistCos * z;
glLineWidth(2.5);
glColor3f(1.0, 0.0, 0.0);
glBegin(GL_LINES);
glVertex3f(x, 0.0, 0.0);
glVertex3f(x, sin(yTwisted), -cos(zTwisted));
glEnd();
x = i*PI/180;
y = -0.5*sin(i*PI/180);
z = sin(i*PI/180);
twistAng = twistConstant * x;
twistCos = cos(twistAng);
twistSin = sin(twistAng);
yTwisted = twistCos * y - twistSin * z;
zTwisted = twistSin * y + twistCos * z;
glLineWidth(2.5);
glColor3f(1.0, 0.0, 0.0);
glBegin(GL_LINES);
glVertex3f(x, 0.0, 0.0);
glVertex3f(x, sin(yTwisted), -cos(zTwisted));
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){
x = i*PI/180;
y = 0.5*sin(i*PI/180);
z = -sin(i*PI/180);
twistAng = twistConstant * x;
twistCos = cos(twistAng);
twistSin = sin(twistAng);
yTwisted = twistCos * y - twistSin * z;
zTwisted = twistSin * y + twistCos * z;
glVertex3f(x, yTwisted, zTwisted);
glVertex3f(x, 0, y);
x = i*PI/180;
y = -0.5*sin(i*PI/180);
z = sin(i*PI/180);
twistAng = twistConstant * x;
twistCos = cos(twistAng);
twistSin = sin(twistAng);
yTwisted = twistCos * y - twistSin * z;
zTwisted = twistSin * y + twistCos * z;
glVertex3f(x, yTwisted, zTwisted);
}
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(" n => Toggle to show Normal Vectors\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();
if (showNormalVectors){
DrawTopTriangleSetNormalVector();
DrawBottomTriangleSetNormalVector();
DrawBackTriangleSetNormalVector();
}
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 <= PI/4){
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();
}
case 'n':
if (showNormalVectors)
showNormalVectors = false;
else
showNormalVectors = true;
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;
}
Update:
Я изменил значение X всех векторов нормали к 0 и, видимо, проблема решена, по-видимому ...
Например:
glNormal3f(x, sin(yTwisted), cos(zTwisted));
до
glNormal3f(0, sin(yTwisted), cos(zTwisted));
Если Вы решили вашу проблему, вы можете оставить его в качестве ответа. – ApproachingDarknessFish
Вы действительно ожидаете, что люди загружат исполняемый файл из сомнительного источника? – datenwolf
Выпущена финальная программа ValekHalfHeart. –