NURBS表面使用OpenGL和过剩 [英] NURBS surface using OpenGL and glut

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本文介绍了NURBS表面使用OpenGL和过剩的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述


我正在尝试使用OpenGL和glut库显示一个拉伸圆。最终表面应该看起来像一个完美的圆管。但是,我在显示器上看到的 而是锯齿状的"管"。我为此目的使用的代码是 附上
。我很感激任何提示来解决这个问题。


谢谢!


Hadi


#include" stdafx.h"

#include< stdio.h>

#include< stdlib.h>

#include< GL / freeglut.h>

#include< cstdio>

#include< iostream>

using namespace std;
$


#define S_NUMPOINTS 9

#define S_ORDER     3 

#define S_NUMKNOTS  (S_NUMPOINTS + S_ORDER)

#define T_NUMPOINTS 2

#define T_ORDER     2

#define T_NUMKNOTS  (T_NUMPOINTS + T_ORDER)
$
#define SQRT2       1.414213
$
#define SQRT2HALF   0.707107


$


/ *初始化本地数据* / b


GLfloat sknots [S_NUMKNOTS] =

{0,0.0,0.1,1。,2.,2.,3.,3.,4.,4.,4。};

GLfloat tknots [T_NUMKNOTS] =

{0.0,0.0,1.0,1.0};



GLfloat ctlpoints [S_NUMPOINTS] [T_NUMPOINTS] [4] =

     {

     {{1.0,0.0,1.0,1.0},{1.0,0.0,0.0,1.0}},

     {{1.0,1.0,1.0,SQRT2HALF},{1.0,1.0,0.0,SQRT2HALF}},

    {{0.0,1.0,1.0,1.0},{0.0,1.0,0.0,1.0}},

    {{-1.0,1.0,1.0,SQRT2HALF},{-1.0,1.0,0.0,SQRT2HALF}},

    {{-1.0,0.0,1.0,1.0},{-1.0,0.0,0.0,1.0}},

    {{-1.0,-1.0,1.0,SQRT2HALF},{-1.0,-1.0,0.0,SQRT2HALF}},

    {{0.0,-1.0,1.0,1.0},{0.0,-1.0,0.0,1.0}},

    {{1.0,-1.0,1.0,SQRT2HALF},{1.0,-1.0,0.0,SQRT2HALF}},

    {{1.0,0.0,1.0,1.0},{1.0,0.0,0.0,1.0}},

    }


GLUnurbsObj * theNurb;



/ * 初始化材料属性,光源,照明模型,

* 和深度缓冲。

* /
$
void myinit(无效)

{

     GLfloat mat_ambient [] = {1.0,1.0,1.0,1.0};

     GLfloat mat_diffuse [] = {1.0,0.2,1.0,1.0};

     GLfloat mat_specular [] = {1.0,1.0,1.0,1.0};

     GLfloat mat_shininess [] = {50.0};



     GLfloat light0_position [] = {1.0,0.1,1.0,0.0};

     GLfloat light1_position [] = {-1.0,0.1,1.0,0.0};



     GLfloat lmodel_ambient [] = {0.3,0.3,0.3,1.0};



     glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient);

     glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);

     glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);

     glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess);

     glLightfv(GL_LIGHT0,GL_POSITION,light0_position);

     glLightfv(GL_LIGHT1,GL_POSITION,light1_position);

     glLightModelfv(GL_LIGHT_MODEL_AMBIENT,lmodel_ambient);



     glEnable(GL_LIGHTING);

     glEnable(GL_LIGHT0);

     glEnable(GL_LIGHT1);

     glDepthFunc(GL_LESS);

     glEnable(GL_DEPTH_TEST);

     glEnable(GL_AUTO_NORMAL);



     theNurb = gluNewNurbsRenderer();



     gluNurbsProperty(theNurb,GLU_SAMPLING_TOLERANCE,25.0);

     gluNurbsProperty(theNurb,GLU_DISPLAY_MODE,GLU_FILL);

}



无效显示(无效)

{

     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);



     glPushMatrix();

     glTranslatef(4。,4.5,2.5);

     glRotatef(220.0,1。,0.,0。);

     glRotatef(115.0,0.1,1。,0。);

     glTranslatef(-4。, - 4.5,-2.5);



     gluBeginSurface(theNurb);

     gluNurbsSurface(theNurb,

       S_NUMKNOTS,sknots,

       T_NUMKNOTS,tknots,

       4 * T_NUMPOINTS,

       4,

      & ctlpoints [0] [0] [0],

      ;  S_ORDER,T_ORDER,

       GL_MAP2_VERTEX_4);

     gluEndSurface(theNurb);



     glPopMatrix();

     glFlush();

}



void myReshape(int w,int h)

{

    w = 400;

    h = 400;

     glViewport(100,100,w,h);

     glMatrixMode(GL_PROJECTION);

     glLoadIdentity();

     glFrustum(-1.0,1.0,-1.5,0.5,0.8,10.0);



     glMatrixMode(GL_MODELVIEW);

     glLoadIdentity();

     gluLookAt(7.0,4.5,4.0,4.5,4.5,2.0,6.0,-3.0,2.0);

}



/ b *&NBSP;主循环

* 打开窗口,初始窗口大小,标题栏,

*  RGBA显示模式,并处理输入事件。

* /
$
int main(int argc,char ** argv)

{   ;  

     glutInit(& argc,argv);

     glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);

     glutCreateWindow(argv [0]);

     myinit();

     glutReshapeFunc(myReshape);

     glutDisplayFunc(显示);

     glutMainLoop();

    

    返回0;             / * ANSI C要求main返回int。 * / b
}







解决方案

你好,


也许你应该问这个论坛:


https://www.opengl.org/discussion_boards/


此致,Guido


Hi,

I am trying to display an extruded circle using OpenGL and the glut library. The final surface should look like a perfectly round tube. However, what I see on the display  rather a jagged "tube". The code, I am using for this purpose, is  attached. I appreciate any hint to solve this issue.

Thank you!

Hadi

#include "stdafx.h"
#include <stdio.h>
#include <stdlib.h>
#include <GL/freeglut.h>
#include <cstdio>
#include <iostream>
using namespace std;

#define S_NUMPOINTS 9
#define S_ORDER     3  
#define S_NUMKNOTS  (S_NUMPOINTS + S_ORDER)
#define T_NUMPOINTS 2
#define T_ORDER     2
#define T_NUMKNOTS  (T_NUMPOINTS + T_ORDER)
#define SQRT2       1.414213
#define SQRT2HALF   0.707107


/* initialized local data */

GLfloat sknots[S_NUMKNOTS] =
{ 0., 0., 0., 1., 1., 2., 2., 3., 3., 4., 4., 4. };
GLfloat tknots[T_NUMKNOTS] =
{ 0.0, 0.0, 1.0, 1.0 };

GLfloat ctlpoints[S_NUMPOINTS][T_NUMPOINTS][4] =
    {
    { { 1.0, 0.0, 1.0, 1.0 }, { 1.0, 0.0, 0.0, 1.0 } },
    { { 1.0, 1.0, 1.0, SQRT2HALF },{ 1.0, 1.0, 0.0, SQRT2HALF } },
    { { 0.0, 1.0, 1.0, 1.0 },{ 0.0, 1.0, 0.0, 1.0 } },
    { { -1.0, 1.0, 1.0, SQRT2HALF },{ -1.0, 1.0, 0.0, SQRT2HALF } },
    { { -1.0, 0.0, 1.0, 1.0 },{ -1.0, 0.0, 0.0, 1.0 } },
    { { -1.0, -1.0, 1.0, SQRT2HALF },{ -1.0, -1.0, 0.0, SQRT2HALF } },
    { { 0.0, -1.0, 1.0, 1.0 },{ 0.0, -1.0, 0.0, 1.0 } },
    { { 1.0, -1.0, 1.0, SQRT2HALF },{ 1.0, -1.0, 0.0, SQRT2HALF } },
    { { 1.0, 0.0, 1.0, 1.0 },{ 1.0, 0.0, 0.0, 1.0 } },
    };

GLUnurbsObj *theNurb;

/*  Initialize material property, light source, lighting model,
*  and depth buffer.
*/
void myinit(void)
{
    GLfloat mat_ambient[] = { 1.0, 1.0, 1.0, 1.0 };
    GLfloat mat_diffuse[] = { 1.0, 0.2, 1.0, 1.0 };
    GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
    GLfloat mat_shininess[] = { 50.0 };

    GLfloat light0_position[] = { 1.0, 0.1, 1.0, 0.0 };
    GLfloat light1_position[] = { -1.0, 0.1, 1.0, 0.0 };

    GLfloat lmodel_ambient[] = { 0.3, 0.3, 0.3, 1.0 };

    glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
    glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
    glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
    glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
    glLightfv(GL_LIGHT0, GL_POSITION, light0_position);
    glLightfv(GL_LIGHT1, GL_POSITION, light1_position);
    glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);

    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    glEnable(GL_LIGHT1);
    glDepthFunc(GL_LESS);
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_AUTO_NORMAL);

    theNurb = gluNewNurbsRenderer();

    gluNurbsProperty(theNurb, GLU_SAMPLING_TOLERANCE, 25.0);
    gluNurbsProperty(theNurb, GLU_DISPLAY_MODE, GLU_FILL);
}

void display(void)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glPushMatrix();
    glTranslatef(4., 4.5, 2.5);
    glRotatef(220.0, 1., 0., 0.);
    glRotatef(115.0, 0., 1., 0.);
    glTranslatef(-4., -4.5, -2.5);

    gluBeginSurface(theNurb);
    gluNurbsSurface(theNurb,
        S_NUMKNOTS, sknots,
        T_NUMKNOTS, tknots,
        4 * T_NUMPOINTS,
        4,
        &ctlpoints[0][0][0],
        S_ORDER, T_ORDER,
        GL_MAP2_VERTEX_4);
    gluEndSurface(theNurb);

    glPopMatrix();
    glFlush();
}

void myReshape(int w, int h)
{
    w = 400;
    h = 400;
    glViewport(100, 100, w, h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glFrustum(-1.0, 1.0, -1.5, 0.5, 0.8, 10.0);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    gluLookAt(7.0, 4.5, 4.0, 4.5, 4.5, 2.0, 6.0, -3.0, 2.0);
}

/*  Main Loop
*  Open window with initial window size, title bar,
*  RGBA display mode, and handle input events.
*/
int main(int argc, char** argv)
{    
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
    glutCreateWindow(argv[0]);
    myinit();
    glutReshapeFunc(myReshape);
    glutDisplayFunc(display);
    glutMainLoop();
    
    return 0;             /* ANSI C requires main to return int. */
}




解决方案

Hello,

maybe you should ask in this forum:

https://www.opengl.org/discussion_boards/

Regards, Guido


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