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Android Opengl GLU.gluLookAt 不起作用

转载 作者:行者123 更新时间:2023-11-29 22:22:22 27 4
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我是 OpenGL 的新手,不知道如何使用 gluLookAt。以下是我的来源——任何帮助将不胜感激。

   public void onSurfaceCreated(GL10 gl, EGLConfig config)
{
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, lightAmbientBuffer); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, lightDiffuseBuffer); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, lightPositionBuffer);
gl.glEnable(GL10.GL_LIGHT0);
gl.glColor4f(1.0f, 1.0f, 1.0f, 0.5f);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE);

gl.glDisable(GL10.GL_DITHER);
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
gl.glClearDepthf(1.0f);
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glDepthFunc(GL10.GL_LEQUAL);


gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);


cube.loadGLTexture(gl, this.context);
}



public void onDrawFrame(GL10 gl) {

gl.glMatrixMode(GL10.GL_MODELVIEW); //Select The Modelview Matrix
gl.glLoadIdentity(); //Reset The Modelview Matrix
GLU.gluLookAt(gl, xrot, yrot, 0.0f, 0.0f, xrot, yrot, 0.0f, 0.0f, 0.0f);

//Clear Screen And Depth Buffer
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity(); //Reset The Current Modelview Matrix

//Check if the light flag has been set to enable/disable lighting
if(light) {
gl.glEnable(GL10.GL_LIGHTING);
} else {
gl.glDisable(GL10.GL_LIGHTING);
}

//Check if the blend flag has been set to enable/disable blending
if(blend) {
gl.glEnable(GL10.GL_BLEND); //Turn Blending On ( NEW )
gl.glDisable(GL10.GL_DEPTH_TEST); //Turn Depth Testing Off ( NEW )

} else {
gl.glDisable(GL10.GL_BLEND); //Turn Blending On ( NEW )
gl.glEnable(GL10.GL_DEPTH_TEST); //Turn Depth Testing Off ( NEW )
}

//Drawing
gl.glTranslatef(0.0f, 0.0f, z); //Move z units into the screen
gl.glScalef(0.8f, 0.8f, 0.8f); //Scale the Cube to 80 percent, otherwise it would be too large for the screen

//Rotate around the axis based on the rotation matrix (rotation, x, y, z)
gl.glRotatef(xrot, 1.0f, 0.0f, 0.0f); //X
gl.glRotatef(yrot, 0.0f, 1.0f, 0.0f); //Y

cube.draw(gl, filter); //Draw the Cube



//Change rotation factors
xrot += xspeed;
yrot += yspeed;
}


/**
* If the surface changes, reset the view
*/
public void onSurfaceChanged(GL10 gl, int width, int height) {
if(height == 0) { //Prevent A Divide By Zero By
height = 1; //Making Height Equal One
}

gl.glViewport(0, 0, width, height); //Reset The Current Viewport
gl.glMatrixMode(GL10.GL_PROJECTION); //Select The Projection Matrix
gl.glLoadIdentity(); //Reset The Projection Matrix

//Calculate The Aspect Ratio Of The Window
GLU.gluPerspective(gl, 45.0f, (float)width / (float)height, 0.1f, 100.0f);

gl.glMatrixMode(GL10.GL_MODELVIEW); //Select The Modelview Matrix
gl.glLoadIdentity(); //Reset The Modelview Matrix
}

最佳答案

我能看到两件事。一,因为 glulookat 被定义为
gluLookAt(eyeX、eyeY、eyeZ、centerX、centerY、centerZ、upX、upY、upZ)

您的调用应更改为 GLU.gluLookAt(gl, xrot, yrot, 0.0f, 0.0f, xrot, yrot, 0.0f, 1.0f, 0.0f);
注意新的向上向量“0.0、1.0、0.0”。基本上说 y 轴是您想要“向上”的位置。

此外,您似乎在调用的其余部分使用旋转值。第一个三元组应该是你正在看的位置,第二个向量应该是一个引用位置,通常是你的观众所在的位置。看http://developer.android.com/reference/android/opengl/GLU.html

第二个问题,如果您在 glulookat 调用之后调用 loadIdentity,我很确定因为它正在加载单位矩阵,您将失去 glulookat 执行的转换。因此,请在放置几何体后尝试添加 glulookat。

这就是我在代码中的基本意思:

public void onDrawFrame(GL10 gl) {

//cleaned up the reset code
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

//Check if the light flag has been set to enable/disable lighting
if(light) {
gl.glEnable(GL10.GL_LIGHTING);
} else {
gl.glDisable(GL10.GL_LIGHTING);
}

//Check if the blend flag has been set to enable/disable blending
if(blend) {
gl.glEnable(GL10.GL_BLEND); //Turn Blending On ( NEW )
gl.glDisable(GL10.GL_DEPTH_TEST); //Turn Depth Testing Off ( NEW )

} else {
gl.glDisable(GL10.GL_BLEND); //Turn Blending On ( NEW )
gl.glEnable(GL10.GL_DEPTH_TEST); //Turn Depth Testing Off ( NEW )
}

//Drawing
gl.glTranslatef(0.0f, 0.0f, z); //Move z units into the screen
gl.glScalef(0.8f, 0.8f, 0.8f); //Scale the Cube to 80 percent, otherwise it would be too large for the screen

//Rotate around the axis based on the rotation matrix (rotation, x, y, z)
gl.glRotatef(xrot, 1.0f, 0.0f, 0.0f); //X
gl.glRotatef(yrot, 0.0f, 1.0f, 0.0f); //Y

//change the perspective matrix to look at the rotating cube (0,0,z), from (0,0,0)
//with (0,1,0) as the up vector
GLU.gluLookAt(gl, 0.0f, 0.0, z, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
cube.draw(gl, filter); //Draw the Cube



//Change rotation factors
xrot += xspeed;
yrot += yspeed;


}

关于Android Opengl GLU.gluLookAt 不起作用,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/6807911/

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