opengl GL_LINES未显示在多维数据集顶部?

vhmi4jdf  于 2022-11-04  发布在  其他
关注(0)|答案(1)|浏览(119)

我正在尝试用OpenGL和Pygame创建一个3D魔方,但是当我在我创建的GL_QUADS表面上画线时,它们没有显示出来。
我试过把GL_LINES放在GL_QUADS线之后,但它们仍然不会显示为黑线。
有没有人有解决办法?还有,我该如何调整线条的粗细?
代码如下所示:

def draw(self):
    glEnable(GL_DEPTH_TEST)

    glBegin(GL_LINES)
    glColor3fv((0, 0, 0))
    glVertex3fv((self.x - self.len, self.y + self.len, self.z - self.len))
    glVertex3fv((self.x - self.len, self.y + self.len, self.z - self.len))

    glColor3fv((0, 0, 0))
    glVertex3fv((self.x + self.len, self.y + self.len, self.z + self.len))
    glVertex3fv((self.x + self.len, self.y - self.len, self.z - self.len))

    glColor3fv((0, 0, 0))
    glVertex3fv((self.x - self.len, self.y + self.len, self.z - self.len))
    glVertex3fv((self.x - self.len, self.y + self.len, self.z - self.len))

    glColor3fv((0, 0, 0))
    glVertex3fv((self.x - self.len, self.y - self.len, self.z + self.len))
    glVertex3fv((self.x - self.len, self.y - self.len, self.z - self.len))
    glEnd()

    glBegin(GL_QUADS)

    glColor3fv(colors[0])
    # fix z
    glVertex3fv((self.x - self.len, self.y - self.len, self.z - self.len))
    glVertex3fv((self.x + self.len, self.y - self.len, self.z - self.len))
    glVertex3fv((self.x + self.len, self.y + self.len, self.z - self.len))
    glVertex3fv((self.x - self.len, self.y + self.len, self.z - self.len))

    glColor3fv(colors[1])
    glVertex3fv((self.x - self.len, self.y - self.len, self.z + self.len))
    glVertex3fv((self.x + self.len, self.y - self.len, self.z + self.len))
    glVertex3fv((self.x + self.len, self.y + self.len, self.z + self.len))
    glVertex3fv((self.x - self.len, self.y + self.len, self.z + self.len))

    # fix x
    glColor3fv(colors[2])
    glVertex3fv((self.x - self.len, self.y - self.len, self.z - self.len))
    glVertex3fv((self.x - self.len, self.y + self.len, self.z - self.len))
    glVertex3fv((self.x - self.len, self.y + self.len, self.z + self.len))
    glVertex3fv((self.x - self.len, self.y - self.len, self.z + self.len))

    glColor3fv(colors[3])
    glVertex3fv((self.x + self.len, self.y - self.len, self.z - self.len))
    glVertex3fv((self.x + self.len, self.y + self.len, self.z - self.len))
    glVertex3fv((self.x + self.len, self.y + self.len, self.z + self.len))
    glVertex3fv((self.x + self.len, self.y - self.len, self.z + self.len))

    # fix y
    glColor3fv(colors[4])
    glVertex3fv((self.x - self.len, self.y - self.len, self.z - self.len))
    glVertex3fv((self.x + self.len, self.y - self.len, self.z - self.len))
    glVertex3fv((self.x + self.len, self.y - self.len, self.z + self.len))
    glVertex3fv((self.x - self.len, self.y - self.len, self.z + self.len))

    glColor3fv(colors[5])
    glVertex3fv((self.x - self.len, self.y + self.len, self.z - self.len))
    glVertex3fv((self.x + self.len, self.y + self.len, self.z - self.len))
    glVertex3fv((self.x + self.len, self.y + self.len, self.z + self.len))
    glVertex3fv((self.x - self.len, self.y + self.len, self.z + self.len))

    glEnd()
ma8fv8wu

ma8fv8wu1#

线被多边形覆盖。注意,线和多边形在数学上具有相同的深度,但实际上这取决于浮点运算精度,由多边形或线绘制的片段“赢得”depth test。这也可能导致Z-fighting
通过设置深度偏移(请参见glPolygonOffset),将多边形稍微向后推,以便线将位于多边形的前面:

def draw(self):
        glEnable(GL_DEPTH_TEST) 

        glBegin(GL_LINES)
        # [...]
        glEnd()

        glEnable( GL_POLYGON_OFFSET_FILL )
        glPolygonOffset( 1.0, 1.0 )

        glBegin(GL_QUADS)
        # [...]
        glEnd()

        glDisable( GL_POLYGON_OFFSET_FILL )

如果你仍然看不到线,那么你必须增加多边形偏移(第一个参数)。注意,线是细的,并绘制为黑色(glColor3fv((0, 0, 0))),可能他们很难看到。
线条的粗细可通过glLineWidth设置
注意,一个立方体由8个顶点,6条边和12条边组成。在你的代码中,你只画了4条边。
我建议定义一个立方体的8个角点的列表,并定义一个6边四边形索引和12条边的列表。使用以下列表绘制立方体:
repl.it/@Rabbid76/PyGame-opengl-cube-wireframe

class Cube:

  def __init__(self, x, y, z, len):
     self.x = x
     self.y = y
     self.z = z
     self.len = len

     self.v = [
       (self.x - self.len, self.y - self.len, self.z - self.len),
       (self.x + self.len, self.y - self.len, self.z - self.len),
       (self.x + self.len, self.y + self.len, self.z - self.len),
       (self.x - self.len, self.y + self.len, self.z - self.len),
       (self.x - self.len, self.y - self.len, self.z + self.len),
       (self.x + self.len, self.y - self.len, self.z + self.len),
       (self.x + self.len, self.y + self.len, self.z + self.len),
       (self.x - self.len, self.y + self.len, self.z + self.len),
     ]
     self.edges = [(0,1), (1,2), (2,3), (3,0), (4,5), (5,6),
                   (6,7), (7,4), (0,4), (1,5), (2,6), (3,7)]
     self.surfaces = [(0,1,2,3), (5,4,7,6), (4,0,3,7),(1,5,6,2), (4,5,1,0), (3,2,6,7)]

     self.colors = [(1,0,0), (0,1,0), (0,0,1), (1,1,0), (1,0,1), (1,0.5,0)]

  def draw(self):
    glEnable(GL_DEPTH_TEST)

    glLineWidth(5)
    glColor3fv((0, 0, 0))
    glBegin(GL_LINES)
    for e in self.edges:
        glVertex3fv(self.v[e[0]])
        glVertex3fv(self.v[e[1]])
    glEnd()

    glEnable( GL_POLYGON_OFFSET_FILL )
    glPolygonOffset( 1.0, 1.0 )

    glBegin(GL_QUADS)
    for i, quad in enumerate(self.surfaces):
        glColor3fv(self.colors[i])
        for iv in quad:
            glVertex3fv(self.v[iv])
    glEnd()

    glDisable( GL_POLYGON_OFFSET_FILL )

相关问题