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c++ - 开箱过渡不是天衣无缝

转载 作者:塔克拉玛干 更新时间:2023-11-03 07:21:13 26 4
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我想模拟一个盒子打开,首先盒子顶部的每个三角形一个一个打开,然后盒子的每一边一个一个完全打开。

我解决这个问题的方法是在盒子的顶部有 4 个三角形,在侧面有 4 个矩形,它们根本不会移动。当盒子顶部的三角形开始旋转并达到 90 度时,三角形和矩形将被 4 个大小完全相同的五边形取代。

问题:

我遇到的问题是从有 4 个三角形和 4 个矩形到有 4 个五边形的过渡不是无缝的,并且由于光线的原因很容易被注意到。

正如您所见,当三角形经过 90 度时,每个五边形的颜色都会发生变化并变暗

enter image description here

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

#define PI 3.14159265
static int step = 0, step1, step2, step3, step4, step5, step6, step7, step8;

/* camera location in longitude and latitude */
static float alpha = 0.0;
static float beta = PI / 6.0;

/* position of camera */
static GLdouble cpos[3];

/* position of light source */
static GLfloat lpos[] = { -2.5, 2.5, 3.0, 1.0 };

/* vectors to specify material properties */
static GLfloat black[] = { 0.0, 0.0, 0.0, 1.0 };
static GLfloat white[] = { 1.0, 1.0, 1.0, 1.0 };
static GLfloat gray[] = { 0.5, 0.5, 0.5, 1.0 };
static GLfloat red[] = { 1.0, 0.0, 0.0, 1.0 };
static GLfloat green[] = { 0.0, 1.0, 0.0, 1.0 };
static GLfloat blue[] = { 0.0, 0.0, 1.0, 1.0 };
static GLfloat yellow[] = { 1.0, 1.0, 0.0, 1.0 };
static GLfloat magenta[] = { 1.0, 0.0, 1.0, 1.0 };
static GLfloat cyan[] = { 0.0, 1.0, 1.0, 1.0 };
static GLfloat darkcyan[] = { 0.0, 0.4, 0.4, 1.0 };
static GLfloat gold[] = { 255.0 / 255.0, 215.0 / 255.0, 0 / 255.0 };
static GLfloat silver[] = { 204.0 / 255.0, 204.0 / 255.0, 204.0 / 255.0 };

static bool trianglesExist = false;
static float stepBefore = step;

static float zoom = 10.0;

void writemessage()
{
printf("HW-1");
}

void init(void)
{
writemessage();

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

/* initially GL_FILL mode (default), later GL_LINE to show wireframe */
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

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



void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei)w, (GLsizei)h);

glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(75.0, (GLfloat)w / (GLfloat)h, 1.0, 20.0);

glMatrixMode(GL_MODELVIEW);
}

void display(void)
{
static int i;
static double angle1, angle2, angle3, angle4, Y1, Z1, Y2, Z2, X3, Y3, X4, Y4;
static double angle5, angle6, angle7, angle8, X5, Y5, X6, Y6, X7, Y7, X8, Y8;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

/* initialize (modelview) matrix */
glLoadIdentity();

/* update camera position */
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, 1.0, 0.0, 0.0, 1.0, 0.0);

/* set current light source position */
glLightfv(GL_LIGHT0, GL_POSITION, lpos);

/* draw sphere to show light source */
glMaterialfv(GL_FRONT, GL_EMISSION, white);
glPushMatrix();
glTranslatef(lpos[0], lpos[1], lpos[2]);
glutSolidSphere(0.1, 10, 8);
glPopMatrix();

/* remaining objects do not look as if they emit light */
glMaterialfv(GL_FRONT, GL_EMISSION, black);

/* draw a tabletop */
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, blue);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, white);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 64);
glNormal3f(0.0, 1.0, 0.0);
glBegin(GL_POLYGON);
glVertex3f(-5.0, -0.001, -3.0);
glVertex3f(-5.0, -0.001, 5.0);
glVertex3f(5.0, -0.001, 5.0);
glVertex3f(5.0, -0.001, -3.0);
glEnd();

printf("%d", step);
printf("\n");

if (step <= 360)
trianglesExist = true;
else
trianglesExist = false;

if (step > 630 && step < 720){
step1 = 90;
step2 = 90;
step3 = 90;
step4 = 90;
step5 = 90;
step6 = 90;
step7 = 90;
step8 = step - 630;
}

else if (step > 540 && step < 720){
step1 = 90;
step2 = 90;
step3 = 90;
step4 = 90;
step5 = 90;
step6 = 90;
step7 = step - 540;
step8 = 0;
}
else if (step > 450 && step < 720){
step1 = 90;
step2 = 90;
step3 = 90;
step4 = 90;
step5 = 90;
step6 = step - 450;
step7 = 0;
step8 = 0;
}
else if (step > 360 && step < 720){
step1 = 90;
step2 = 90;
step3 = 90;
step4 = 90;
step5 = step - 360;
step6 = 0;
step7 = 0;
step8 = 0;
}
else if (step > 270 && step <= 360)
{
step1 = 90;
step2 = 90;
step3 = 90;
step4 = step - 270;
step5 = 0;
step6 = 0;
step7 = 0;
step8 = 0;

}
else if (step > 180 && step <= 360)
{
step1 = 90;
step2 = 90;
step3 = step - 180;
step4 = 0;
step5 = 0;
step6 = 0;
step7 = 0;
step8 = 0;

}
else if (step > 90 && step <= 360)
{
step1 = 90;
step2 = step - 90;
step3 = 0;
step4 = 0;
step5 = 0;
step6 = 0;
step7 = 0;
step8 = 0;
}
else if (step >= 0 && step <= 360)
{
step1 = step;
step2 = 0;
step3 = 0;
step4 = 0;
step5 = 0;
step6 = 0;
step7 = 0;
step8 = 0;
}
else;
if (trianglesExist)
{
// first
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, gold);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, silver);
glMaterialf(GL_BACK, GL_SHININESS, 128);
glMaterialf(GL_FRONT, GL_SHININESS, 128);
angle1 = ((float)step1 / 180) * PI;
Y1 = 2.0 + 2.0 * sin(angle1);
Z1 = -1.0 + 2.0 * cos(angle1);
glNormal3f(0, sin(angle1), cos(angle1));
glBegin(GL_POLYGON);
glVertex3f(-3.0, 2.0, -1.0);
glVertex3f(3.0, 2.0, -1.0);
glVertex3f(0, Y1, Z1);
glEnd();

// second
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_EMISSION, black);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gold);
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, silver);
glMaterialf(GL_BACK, GL_SHININESS, 128);
glMaterialf(GL_FRONT, GL_SHININESS, 128);
angle2 = ((float)step2 / 180) * PI;
Y2 = 2.0 + 2.0 * sin(angle2);
Z2 = 3.0 + -2.0 * cos(angle2);
glNormal3f(0, sin(angle2), cos(angle2));
glBegin(GL_POLYGON);
glVertex3f(-3.0, 2.0, 3.0);
glVertex3f(3.0, 2.0, 3.0);
glVertex3f(0, Y2, Z2);
glEnd();

// third
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_EMISSION, black);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gold);
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, silver);
glMaterialf(GL_BACK, GL_SHININESS, 128);
glMaterialf(GL_FRONT, GL_SHININESS, 128);
angle3 = ((float)step3 / 180) * PI;
X3 = 3.0 - 3.0 * cos(angle3);
Y3 = 2.0 + 2.0 * sin(angle3);
glNormal3f(sin(angle3), cos(angle3), 0);
glBegin(GL_POLYGON);
glVertex3f(3.0, 2.0, 3.0);
glVertex3f(3.0, 2.0, -1.0);
glVertex3f(X3, Y3, 1);
glEnd();

// fourth
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, gold);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, silver);
glMaterialf(GL_BACK, GL_SHININESS, 128);
glMaterialf(GL_FRONT, GL_SHININESS, 128);
angle4 = ((float)step4 / 180) * PI;
X4 = -3.0 + 3.0 * cos(angle4);
Y4 = 2.0 + 2.0 * sin(angle4);
glNormal3f(sin(angle4), cos(angle4), 0);
glBegin(GL_POLYGON);
glVertex3f(-3.0, 2.0, 3.0);
glVertex3f(-3.0, 2.0, -1.0);
glVertex3f(X4, Y4, 1);
glEnd();


// back
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, gold);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, silver);
glMaterialf(GL_BACK, GL_SHININESS, 128);
glMaterialf(GL_FRONT, GL_SHININESS, 128);
glBegin(GL_POLYGON);
glNormal3f(0, 0, -1);
glVertex3f(3.0, 0.0, -1.0);
glVertex3f(3.0, 2.0, -1.0);
glVertex3f(-3.0, 2.0, -1.0);
glVertex3f(-3.0, 0.0, -1.0);
glEnd();

// front
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_EMISSION, black);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gold);
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, silver);
glMaterialf(GL_BACK, GL_SHININESS, 128);
glMaterialf(GL_FRONT, GL_SHININESS, 128);
glBegin(GL_POLYGON);
glNormal3f(0, 0, 1);
glVertex3f(3.0, 0.0, 3.0);
glVertex3f(3.0, 2.0, 3.0);
glVertex3f(-3.0, 2.0, 3.0);
glVertex3f(-3.0, 0.0, 3.0);
glEnd();

// right
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_EMISSION, black);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gold);
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, silver);
glMaterialf(GL_BACK, GL_SHININESS, 128);
glMaterialf(GL_FRONT, GL_SHININESS, 128);
glBegin(GL_POLYGON);
glNormal3f(1, 0, 0);
glVertex3f(3.0, 2.0, -1.0);
glVertex3f(3.0, 2.0, 3.0);
glVertex3f(3.0, 0.0, 3.0);
glVertex3f(3.0, 0.0, -1.0);
glEnd();

// left
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, gold);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, silver);
glMaterialf(GL_BACK, GL_SHININESS, 128);
glMaterialf(GL_FRONT, GL_SHININESS, 128);
glBegin(GL_POLYGON);
glNormal3f(-1, 0, 0);
glVertex3f(-3.0, 2.0, -1.0);
glVertex3f(-3.0, 2.0, 3.0);
glVertex3f(-3.0, 0.0, 3.0);
glVertex3f(-3.0, 0.0, -1.0);
glEnd();

}
else{
// right-full
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_EMISSION, black);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gold);
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, silver);
glMaterialf(GL_BACK, GL_SHININESS, 128);
glMaterialf(GL_FRONT, GL_SHININESS, 128);
glBegin(GL_POLYGON);
angle5 = ((float)step5 / 180) * PI;
angle5 = angle5 + PI / 2;
glNormal3f(sin(angle5), cos(angle5), 0);
glVertex3f(3.0 - 2 * cos(angle5), 2 * sin(angle5), -1.0);
glVertex3f(3.0 - 4 * cos(angle5), 4.0* sin(angle5), 1.0);
glVertex3f(3.0 - 2 * cos(angle5), 2 * sin(angle5), 3.0);
glVertex3f(3.0, 0.0, 3.0);
glVertex3f(3.0, 0.0, -1.0);
glEnd();

// left-full
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, gold);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, silver);
glMaterialf(GL_BACK, GL_SHININESS, 128);
glMaterialf(GL_FRONT, GL_SHININESS, 128);
glBegin(GL_POLYGON);
angle6 = ((float)step6 / 180) * PI;
angle6 = angle6 + PI / 2;
glNormal3f(sin(angle6), cos(angle6), 0);
glVertex3f(-3.0 + 2 * cos(angle6), 2 * sin(angle6), -1.0);
glVertex3f(-3.0 + 4 * cos(angle6), 4.0* sin(angle6), 1.0);
glVertex3f(-3.0 + 2 * cos(angle6), 2 * sin(angle6), 3.0);
glVertex3f(-3.0, 0.0, 3.0);
glVertex3f(-3.0, 0.0, -1.0);
glEnd();


// back-full
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, gold);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, silver);
glMaterialf(GL_BACK, GL_SHININESS, 128);
glMaterialf(GL_FRONT, GL_SHININESS, 128);
glBegin(GL_POLYGON);
angle7 = ((float)step7 / 180) * PI;
angle7 = 2 * PI - angle7;
glNormal3f(0, sin(angle7), cos(angle7));
glVertex3f(3.0, 0, -1.0);
glVertex3f(3.0, 2.0*cos(angle7), -1.0 + 2 * sin(angle7)); //
glVertex3f(0, 4 * cos(angle7), -1.0 + 4 * sin(angle7)); //
glVertex3f(-3.0, 2.0*cos(angle7), -1.0 + 2 * sin(angle7)); //
glVertex3f(-3.0, 0.0, -1.0);
glEnd();


// front-full
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_EMISSION, black);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gold);
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, silver);
glMaterialf(GL_BACK, GL_SHININESS, 128);
glMaterialf(GL_FRONT, GL_SHININESS, 128);
glBegin(GL_POLYGON);
angle8 = ((float)step8 / 180) * PI;
glNormal3f(0, sin(angle8), cos(angle8));
glVertex3f(3.0, 0, 3.0);
glVertex3f(3.0, 2.0*cos(angle8), 3.0 + 2 * sin(angle8)); //
glVertex3f(0, 4 * cos(angle8), 3.0 + 4 * sin(angle8)); //
glVertex3f(-3.0, 2.0*cos(angle8), 3.0 + 2 * sin(angle8)); //
glVertex3f(-3.0, 0.0, 3.0);
glEnd();
}

// buttom
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, gold);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, silver);
glMaterialf(GL_BACK, GL_SHININESS, 128);
glMaterialf(GL_FRONT, GL_SHININESS, 128);
glBegin(GL_POLYGON);
glNormal3f(0, -1, 0);
glVertex3f(-3.0, 0.0, -1.0);
glVertex3f(-3.0, 0.0, 3.0);
glVertex3f(3.0, 0.0, 3.0);
glVertex3f(3.0, 0.0, -1.0);
glEnd();

glFlush();
glutSwapBuffers();
}


void keyboard(unsigned char key, int x, int y)
{
static int polygonmode[2];

switch (key) {
case 27:
exit(0);
break;

/* open and close the top */
case 'o':
if (step < 720) { stepBefore = step*1.0; step = step + 2; }
glutPostRedisplay();
break;
case 'c':
if (step > 0) {
stepBefore = step*1.0; step = step - 2;
}
glutPostRedisplay();
break;
/* w for switching between GL_FILL and GL_LINE
* Using a query command glGetIntegerv() we obtain two integers
* indicating the current GL_POLYGON_MODE for FRONT and BACK faces.
* Look up glIsEnabled() that may be found useful. */
case 'w':
glGetIntegerv(GL_POLYGON_MODE, polygonmode);
if (polygonmode[0] == GL_FILL)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
else glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glutPostRedisplay();
break;

/* control lpos */
case 'x':
lpos[0] = lpos[0] + 0.2;
glutPostRedisplay();
break;
case 'X':
lpos[0] = lpos[0] - 0.2;
glutPostRedisplay();
break;
case 'y':
lpos[1] = lpos[1] + 0.2;
glutPostRedisplay();
break;
case 'Y':
lpos[1] = lpos[1] - 0.2;
glutPostRedisplay();
break;
case 'z':
lpos[2] = lpos[2] + 0.2;
glutPostRedisplay();
break;
case 'Z':
lpos[2] = lpos[2] - 0.2;
glutPostRedisplay();
break;
case '+':
zoom++;
glutPostRedisplay();
break;
case '-':
zoom--;
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)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
glutInitWindowSize(800, 800);
glutInitWindowPosition(100, 100);
glutCreateWindow(argv[0]);
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutSpecialFunc(specialkey);
glutMainLoop();
return 0;
}

最佳答案

是的,旧的固定函数管线 OpenGL 会发生这种伪像,它对顶点进行光照计算,然后对这些值进行插值。要修复此照明计算,必须对每个片段进行计算(也称为每个像素照明)。要在 OpenGL 中实现这一点,您必须使用着色器。别担心,即使是您在博物馆之外的计算机中找到的最古老的 GPU 也可以做到这一点。

使用 GL_POLYGON 绝对没有任何好处,必须通过 OpenGL 将多边形分解为三角形;如果该 segmentation 与您的三角形布局不同,则插值结果会有所不同,这就是您所看到的。那你为什么不简单地保留你的三角形呢?

关于c++ - 开箱过渡不是天衣无缝,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/26031549/

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