我在 OpenGL 的天空盒内制作过山车,并且没有太多关于它的功能或计算机图形的背景知识,这被证明是非常困难的。我使用 Catmull-Rom 样条插值绘制了一个过山车,并使用 glVertex3f 绘制了每个点。现在我想update()
每 50 毫秒调用一个函数来围绕轨道移动相机。gluLookAt()
正在产生奇怪的结果,要么从屏幕上删除轨道,要么产生黑屏,等等。我想我需要移动一些矩阵函数,但我不确定将每个函数放在哪里。到目前为止,这是我的代码:
int main(int argc, char** argc)
{
// ... load track, etc ...
// Init currpos, nextpos, iter, up
currpos = Vec3f(0, 0, 0);
nextpos = currpos;
iter = 0;
up = Vec3f(0, 1, 0);
deque<Vec3f> points;
Vec3f newpt;
// Loop through the points and interpolate
for (pointVectorIter pv = g_Track.points().begin(); pv != g_Track.points().end(); pv++)
{
Vec3f curr(*pv); // Initialize the current point and a new point (to be drawn)
points.push_back(curr); // Push the current point onto the stack
allpoints.push_back(curr); // Add current point to the total stack
if (points.size() == 4) // Check if there are 4 points in the stack, if so interpolate
{
for (float u = 0.0f; u < 1.0f; u += 0.01f)
{
newpt = interpolate(points[0], points[1], points[2], points[3], u);
glColor3f(1, 1, 1);
glVertex3f(newpt.x(), newpt.y(), newpt.z());
allpoints.push_back(newpt);
}
points.pop_front();
}
}
// glutInit, InitGL(), etc...
}
void InitGL(GLvoid)
{
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(100.0, (GLfloat)WINDOW_WIDTH / (GLfloat)WINDOW_HEIGHT, .0001, 999999);
glMatrixMode(GL_MODELVIEW);
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
}
void display (void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(currpos.x(), currpos.y(), currpos.z(), nextpos.x(), nextpos.y(), nextpos.z(), up.x(), up.y(), up.z());
glPushMatrix();
glEnable(GL_TEXTURE_2D); // Enable texturing from now on
/* draw skybox, this was from previous assignment and renders correctly */
glPopMatrix();
// now draw rollercoaster ...
glPushMatrix();
glBegin(GL_LINE_STRIP);
deque<Vec3f> points;
Vec3f newpt;
for each (Vec3f pt in allpoints)
{
glColor3f(1, 1, 1);
glVertex3f(pt.x(), pt.y(), pt.z());
}
glutTimerFunc(50, update, 1);
glEnd();
glPopMatrix();
// Swap buffers, so one we just drew is displayed
glutSwapBuffers();
}
void update(int a)
{
if (iter < allpoints.size())
{
currpos = allpoints[iter];
nextpos = allpoints[iter + 1];
gaze = nextpos - currpos;
gaze.Normalize();
Vec3f::Cross3(binorm, gaze, up);
binorm.Normalize();
Vec3f::Cross3(up, binorm, gaze);
up.Normalize();
glutPostRedisplay();
}
iter++;
}
这个想法是我保留了一个全局双端队列allpoints
,其中包括样条曲线的控制点和插值点。完成后,我update()
每 50 毫秒调用一次,并沿allpoints
. 在项目的早期版本中,我可以看到过山车被正确绘制。这gluLookAt()
似乎并不像我想要的那样工作。使用上面的代码,程序开始时相机用过山车的一部分看着天空盒的一侧,然后当update()
被调用时,过山车消失但相机不动。我一直在搞乱我放置 OpenGL 矩阵函数的位置,并且根据它们的位置,有时update()
也会导致空白屏幕。