摄影机视图和照明问题(openGL和GLUT)

摄影机视图和照明问题(openGL和GLUT),opengl,glut,light,perspectivecamera,Opengl,Glut,Light,Perspectivecamera,我试图用三个圆环实现底部子窗口,但未能在子窗口上显示任何内容 子窗口的主要功能: instrument_window = glutCreateSubWindow(main_window, GAP, view_height + 3*GAP, 2*(view_width+GAP), INSTRUMENT_HEIGHT); glutDisplayFunc(display); //lighting const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1

我试图用三个圆环实现底部子窗口,但未能在子窗口上显示任何内容

子窗口的主要功能:

instrument_window = glutCreateSubWindow(main_window, GAP, view_height + 3*GAP, 2*(view_width+GAP), INSTRUMENT_HEIGHT);
glutDisplayFunc(display);
//lighting
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 600, 1200, 1200, 0.0f };

const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };

//glClearColor(0.33,0.33,0.33,0.33);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);

glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);

glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);

glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);

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, high_shininess);
//end of lighting

glutMainLoop();
对于显示功能:

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

float width = 2*(GAP+view_width);
float height = INSTRUMENT_HEIGHT;
const float ar = (float) width / (float) height;

//glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(width/4.0, width*3.0/4.0, height*3.0/4.0, height/4.0, 2.0, 100.0);
//gluPerspective (160.0, 2*view_width/INSTRUMENT_HEIGHT, 0.1, 1000.0);

glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
/*
glMatrixMode(GL_PROJECTION);
// Reset transformations
glLoadIdentity();
gluPerspective (160.0, 2*view_width/INSTRUMENT_HEIGHT, 0.1, 1000.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();

// Draw first
draw (view_width+GAP-400, INSTRUMENT_HEIGHT/2);

// Draw second
draw (view_width+GAP-150, INSTRUMENT_HEIGHT/2);

// Draw third
draw (view_width+GAP+100, INSTRUMENT_HEIGHT/2);
void draw(double cx,double cf)
glColor3f(0.34f,0.34f,0.34f);
glPushMatrix();
glTranslated(0.0, cx, cy);
glRotated(-10, 1.0, 0.0, 0.0);
glutSolidTorus(OUTER_DIAL_RADIUS, OUTER_DIAL_RADIUS+30, 100, 200);
glPopMatrix();
end
对于绘图功能:

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

float width = 2*(GAP+view_width);
float height = INSTRUMENT_HEIGHT;
const float ar = (float) width / (float) height;

//glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(width/4.0, width*3.0/4.0, height*3.0/4.0, height/4.0, 2.0, 100.0);
//gluPerspective (160.0, 2*view_width/INSTRUMENT_HEIGHT, 0.1, 1000.0);

glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
/*
glMatrixMode(GL_PROJECTION);
// Reset transformations
glLoadIdentity();
gluPerspective (160.0, 2*view_width/INSTRUMENT_HEIGHT, 0.1, 1000.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();

// Draw first
draw (view_width+GAP-400, INSTRUMENT_HEIGHT/2);

// Draw second
draw (view_width+GAP-150, INSTRUMENT_HEIGHT/2);

// Draw third
draw (view_width+GAP+100, INSTRUMENT_HEIGHT/2);
void draw(double cx,double cf)
glColor3f(0.34f,0.34f,0.34f);
glPushMatrix();
glTranslated(0.0, cx, cy);
glRotated(-10, 1.0, 0.0, 0.0);
glutSolidTorus(OUTER_DIAL_RADIUS, OUTER_DIAL_RADIUS+30, 100, 200);
glPopMatrix();
end

真令人沮丧,因为它什么也不显示,也不知道如何调试。任何提示都非常感谢

老实说,从提供的代码示例中很难回答这个问题。“displayFunction”的一半是从
/*
中注释掉的,因此下面的任何内容都不会被调用。即使这样,也很难推断问题,因为这里几乎没有与多个视口相关的代码。由于您使用的是固定管道GL,请查看NeHe,它提供了关于使用多个视口的良好教程


调试是开发人员解决问题的最重要工具。这将是明智的学习如何做到这一点,因为它肯定会节省你的时间,从长远来看,你会发现你的大部分(如果不是全部)编码问题的答案

以后请不要在回答问题后删除这些问题。这是一个问答社区,目前面向每个人,重要的是未来的每个人。非常感谢!这里的问题实际上是透视图的参数。很抱歉上次删除了。我想这可能是一个重复的问题,我对这里的规则不太了解。我将尝试将整个程序迁移到openGL的新版本。谢谢你提供的链接。