opengl方面,用glclippplane将球体裁剪为球面三角形后,怎么能在此基础上绘制别的图形而不受裁剪平面的影响
opengl方面,用glclippplane将球体裁剪为球面三角形后,如何能在此基础上绘制别的图形而不受裁剪平面的影响
球高手指导~
我现在需要绘制的图是这样的:
所以需要八个球面三角形里面还需要一个圆柱和圆锥,
最开始想要裁剪平面从球体得到球面三角形,但得到以后,再在坐标中心画那两个圆柱和圆锥却总是受到原先裁剪平面的影响,比如像这样
但是如果我把画球去掉,还是正常的,比如这样
请各位大神高手指导,看如何能够不受裁剪平面的影响画出圆柱和圆锥
或者我改用什么别的办法能把上面那幅图绘制出来呢~
请多多指教,谢谢大家~O(∩_∩)O~
关键代码在下面
------解决方案--------------------
裁剪生成新实体和渲染时裁剪不是一回事!
球高手指导~
我现在需要绘制的图是这样的:
所以需要八个球面三角形里面还需要一个圆柱和圆锥,
最开始想要裁剪平面从球体得到球面三角形,但得到以后,再在坐标中心画那两个圆柱和圆锥却总是受到原先裁剪平面的影响,比如像这样
但是如果我把画球去掉,还是正常的,比如这样
请各位大神高手指导,看如何能够不受裁剪平面的影响画出圆柱和圆锥
或者我改用什么别的办法能把上面那幅图绘制出来呢~
请多多指教,谢谢大家~O(∩_∩)O~
关键代码在下面
void COpenGL::OnPaint()
{
//CPaintDC dc(this); // device context for painting
// TODO: Add your message handler code here
//调用OpenGL绘图函数进行图形绘制
glRotatef(step,0,1,0);
step= (step+10)/360;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //清除颜色缓存和深度缓存
glPushMatrix();
glPushMatrix();
glScalef(0.6,0.4,0.6);
glTranslatef(0,0,-0.7);
//圆柱与圆锥
DrawArrow(0.3);
glLoadIdentity();
glPopMatrix();
glPushMatrix();
//裂开的球壳
DrawSphere();
//glLoadIdentity();
glPopMatrix();
glPopMatrix();
SwapBuffers(hdc);
// Do not call CWnd::OnPaint() for painting messages
}
//圆柱与圆锥的绘制
void COpenGL::DrawArrow(float r)
{
//cylinder
glPushMatrix();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(1,0.5,0.8,1.0);
//auxSolidCylinder(0.5,5);
GLUquadricObj *objCylinder = gluNewQuadric();
gluCylinder(objCylinder, r, r, 1.0, 32, 32);
glTranslatef(0.0,0.0,1.0);
glutSolidCone(r+0.1,1.0,20.0,1);
glDisable(GL_BLEND);
glPopMatrix();
}
//球面三角形的拼凑
void COpenGL::DrawSphere()
{
glPushMatrix();
//right top
glPushMatrix();
Drawclip(0.8);
glPopMatrix();
//right buttom
glPushMatrix();
glRotatef(90,1,0,0);
Drawclip(0.8);
glPopMatrix();
//left front top
glPushMatrix();
glRotatef(90,0,0,1);
Drawclip(0.8);
glPopMatrix();
//left front buttom
glPushMatrix();
glRotatef(90,0,-1,0);
glRotatef(90,1,0,0);
Drawclip(0.8);
glPopMatrix();
//right back top
glPushMatrix();
glRotatef(90,0,1,0);
Drawclip(0.8);
glPopMatrix();
//left back buttom
glPushMatrix();
glRotatef(180,0,1,0);
glRotatef(90,1,0,0);
Drawclip(0.8);
glPopMatrix();
//right back top
glPushMatrix();
glRotatef(90,0,0,1);
glRotatef(90,0,1,0);
Drawclip(0.8);
glPopMatrix();
//left front top
glPushMatrix();
glRotatef(90,0,0,-1);
glRotatef(90,0,1,0);
Drawclip(0.8);
glPopMatrix();
glPopMatrix();
}
//球体的切割
void COpenGL::Drawclip(float r)
{
float cut = 0.2*r;
GLdouble eqn1 [4] ={0.0,1.0,0.0,-cut};
GLdouble eqn2 [4] ={1.0,0.0,0.0,-cut};
GLdouble eqn3 [4] ={0.0,0.0,1.0,-cut};
// glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0.5,1.0,1.0,0.5);
glPushMatrix();
glDisable(GL_CLIP_PLANE0);
glClipPlane(GL_CLIP_PLANE0,eqn1);
glEnable(GL_CLIP_PLANE0);
glDisable(GL_CLIP_PLANE1);
glClipPlane(GL_CLIP_PLANE1,eqn2);
glEnable(GL_CLIP_PLANE1);
glDisable(GL_CLIP_PLANE2);
glClipPlane(GL_CLIP_PLANE2,eqn3);
glEnable(GL_CLIP_PLANE2);
glutSolidSphere(r,16,16);
glPopMatrix();
glDisable(GL_BLEND);
glFlush();
}
------解决方案--------------------
裁剪生成新实体和渲染时裁剪不是一回事!