C++ 用glRenderMode拾取

C++ 用glRenderMode拾取,c++,opengl,qglwidget,picking,C++,Opengl,Qglwidget,Picking,我试着做OpenGL挑选,所以我遵循了这篇文章(),它似乎有一个可行的解决方案,但我不能让我的工作。我有一个三维纹理多边形在我的场景,我想知道当我点击它 这是我的密码: 右键单击时启动拾取的鼠标方法: void mousePressEvent(QGraphicsSceneMouseEvent *event) { if(event->button()==Qt::RightButton){ pickObjects(event->pos().x(),event-&g

我试着做OpenGL挑选,所以我遵循了这篇文章(),它似乎有一个可行的解决方案,但我不能让我的工作。我有一个三维纹理多边形在我的场景,我想知道当我点击它

这是我的密码:

右键单击时启动拾取的鼠标方法:

void mousePressEvent(QGraphicsSceneMouseEvent *event)
{
    if(event->button()==Qt::RightButton){
        pickObjects(event->pos().x(),event->pos().y());
    }
}
pickObjects方法:

#define BUFSIZE 512
void pickObjects(int x, int y)
{
    GLint viewport[4];
    GLint hits;

    GLuint selectBuf[BUFSIZE];
    glSelectBuffer (BUFSIZE, selectBuf);

    glRenderMode (GL_SELECT);

    glMatrixMode (GL_PROJECTION);
    glPushMatrix ();
    glLoadIdentity ();

    glGetIntegerv (GL_VIEWPORT, viewport);

    gluPickMatrix ((GLdouble) x, (GLdouble) (viewport[3] - y), 5.0, 5.0, viewport);
    gluPerspective(fov, this->width() / this->height(), 0.1, 1000);

    glMatrixMode(GL_MODELVIEW);

    glInitNames();

    makeCustomAnnot(GL_SELECT);

    int hits=0;

    glMatrixMode (GL_PROJECTION);
    glPopMatrix ();

    glMatrixMode(GL_MODELVIEW);

    hits = glRenderMode (GL_RENDER);
    if (hits != 0)
    {
        cout<<"FOUND " << hits << " hit(s)"<<endl; //ALWAYS GIVES 0 HITS
        processHits(hits,selectBuf);
    }

}
渲染方法:

void render()
{
    glEnable(GL_DEPTH_TEST);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();

    glViewport(0,0,this->width() , this->height());

    gluPerspective(fov, this->width() / this->height(), 0.1, 1000);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    glRotatef(xRot / 5.0f, 1.0f, 0.0f, 0.0f);
    glRotatef(yRot / 5.0f, 0.0f, 1.0f, 0.0f);
    glRotatef(zRot / 5.0f, 0.0f, 0.0f, 1.0f);

    glPushMatrix();
        makeCustomAnnot(GL_RENDER);
    glPopMatrix();

    glDisable(GL_DEPTH_TEST);
}
void render()
{
    glEnable(GL_DEPTH_TEST);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();

    glViewport(0,0,this->width() , this->height());

    gluPerspective(fov, this->width() / this->height(), 0.1, 1000);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    glRotatef(xRot / 5.0f, 1.0f, 0.0f, 0.0f);
    glRotatef(yRot / 5.0f, 0.0f, 1.0f, 0.0f);
    glRotatef(zRot / 5.0f, 0.0f, 0.0f, 1.0f);

    glRenderMode (GL_RENDER);

    glPushMatrix();
        makeCustomAnnot(GL_RENDER);
    glPopMatrix();

    glDisable(GL_DEPTH_TEST);
}

So hits=glRenderMode(GL_RENDER);总是返回0个点击。我做错了什么?

所以这里是我做的,让它完美工作

processHits方法:

void processHits(GLint inHits, GLuint buffer[])
{
    unsigned int i, j;
    GLuint names, *ptr, minZ,*ptrNames, numberOfNames;

    ptr = (GLuint *) buffer;
    minZ = 0xffffffff;
    for (i = 0; i < inHits; i++) {
        names = *ptr;
        ptr++;
        if (*ptr < minZ) {
            numberOfNames = names;
            minZ = *ptr;
            ptrNames = ptr+2;
        }
        ptr += names+2;
    }

    cout << "Nearest: ";
    ptr = ptrNames;
    for (j = 0; j < numberOfNames; j++,ptr++) {
        cout<< *ptr ;
    }
}
void processHits(GLint inHits, GLuint buffer[])
{
    unsigned int i, j;
    GLuint names, *ptr, minZ,*ptrNames, numberOfNames;

    ptr = (GLuint *) buffer;
    minZ = 0xffffffff;
    for (i = 0; i < inHits; i++) {
        names = *ptr;
        ptr++;
        if (*ptr < minZ) {
            numberOfNames = names;
            minZ = *ptr;
            ptrNames = ptr+2;
        }
        ptr += names+2;
    }

    cout << "Nearest: ";
    ptr = ptrNames;
    for (j = 0; j < numberOfNames; j++,ptr++) {
        cout<< *ptr ;
    }
}
pickObjects方法,与渲染功能相同,但包含拾取说明:

#define BUFSIZE 512
unsigned int selectBuf[BUFSIZE];

void pickObjects(int x, int y)
{
    GLint viewport[4];
    GLint hits;

    glSelectBuffer (BUFSIZE, selectBuf);
    glRenderMode (GL_SELECT);

    glMatrixMode (GL_PROJECTION);
    glPushMatrix ();
    glLoadIdentity ();

    glGetIntegerv (GL_VIEWPORT, viewport);

    gluPickMatrix ((GLdouble) x, (GLdouble) (viewport[3] - y), 5.0, 5.0, viewport);
    gluPerspective(fov, this->width() / this->height(), 0.1, 1000);

    glMatrixMode(GL_MODELVIEW);

    glLoadIdentity();

    glRotatef(xRot / 5.0f, 1.0f, 0.0f, 0.0f);
    glRotatef(yRot / 5.0f, 0.0f, 1.0f, 0.0f);
    glRotatef(zRot / 5.0f, 0.0f, 0.0f, 1.0f);

    glRotatef((float)angleV, 1.0f, 0.0f, 0.0f);

    glInitNames();
    glPushName( 10000 );

    glPushMatrix();
        makeCustomAnnot(GL_SELECT);//draw scene in GL_SELECT mode to create the names
    glPopMatrix();

    hits = glRenderMode (GL_RENDER);//get the hits in GL_RENDER mode
    if (hits != 0)
    {
        processHits(hits,selectBuf);
    }

    glPopMatrix();
    glDisable(GL_DEPTH_TEST);
}
渲染方法:

void render()
{
    glEnable(GL_DEPTH_TEST);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();

    glViewport(0,0,this->width() , this->height());

    gluPerspective(fov, this->width() / this->height(), 0.1, 1000);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    glRotatef(xRot / 5.0f, 1.0f, 0.0f, 0.0f);
    glRotatef(yRot / 5.0f, 0.0f, 1.0f, 0.0f);
    glRotatef(zRot / 5.0f, 0.0f, 0.0f, 1.0f);

    glPushMatrix();
        makeCustomAnnot(GL_RENDER);
    glPopMatrix();

    glDisable(GL_DEPTH_TEST);
}
void render()
{
    glEnable(GL_DEPTH_TEST);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();

    glViewport(0,0,this->width() , this->height());

    gluPerspective(fov, this->width() / this->height(), 0.1, 1000);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    glRotatef(xRot / 5.0f, 1.0f, 0.0f, 0.0f);
    glRotatef(yRot / 5.0f, 0.0f, 1.0f, 0.0f);
    glRotatef(zRot / 5.0f, 0.0f, 0.0f, 1.0f);

    glRenderMode (GL_RENDER);

    glPushMatrix();
        makeCustomAnnot(GL_RENDER);
    glPopMatrix();

    glDisable(GL_DEPTH_TEST);
}

最后点击=glRenderMode(GL_RENDER);在pickObjects方法中,然后processHits方法精确返回拾取的对象。

hits=glRenderMode(GL\U选择);相反,没有?@j-p我试过了,但仍然不起作用,我认为hits=glRenderMode(GL_RENDER);是个好主意,尽管很容易把GL_选出来。没有主意?我看了其他几篇关于同一主题的文章,但我不知道我做错了什么。@j-p也许,但既然答案有效,为什么要投反对票呢。经过一些研究,我找到了所有关于使用glRenderMode进行拾取的教程,dohits=glRenderMode(GL_RENDER);而非点击=glRenderMode(GL_选择);示例:所以,这不是很傻,因为这显然是它的工作方式!我希望“精神病学家分析其背后的智力过程应该是有趣的”这句话不适合我,因为我不是创建OpenGL并决定其工作方式的人。对不起,你完全正确。(如果你对你的帖子做一个小的编辑(q/a)),我将能够重置否决票。