Viewing Volume is nothing but the region of 3D Cartesian space in that will occupy the window. It is nothing but the minimum and maximum x, y and z values that are inside the window. So if a vertex is outside this range of x, y and z values then they are clipped by OpenGL before rendering can occur.
Z Buffer
The new term we have to deal with in addition to width and height of an object in 3D graphics is depth. The depth of an object is its distance from the viewpoint. The viewpoint is the location from which we are looking at that point. This depth value goes into the depth or Z-buffer. If we are drawing 2 objects that have some pixels that overlap, the first object will after it is rendered have its depth value in the depth buffer. When the next object is rendered, OpenGL will check to see whether the pixel it’s about to draw is in front of (with respect to the viewpoint) any pixel from the first object that’s already drawn. It does this by checking the Z value of the current pixel with the value that is already in the buffer. If the new pixel is closer to the viewpoint, OpenGL places its depth value in the depth buffer. This is how the Z-buffer works.
正交投影和透视投影
One term we need to understand very well to learn 3D Graphics well is projection. Well, computer graphics at its simplest is all about setting a color to a pixel on screen. And a pixel on a screen can have only two dimensions. So 3D graphics is merely an illusion. The 3D coordinates that we specify will have to be projected onto a 2D surface to create this illusion for us. And we have to specify how this projection works. By specifying a projection we specify the clipping or viewing volume.
基本3D图形绘制
1,在CCY457OpenGLView.h中加入下列变量
BOOLm_bLine;//StatusofLine
BOOLm_bPolygon;//StatusofPolygon
BOOLm_bTriangle;//StatusofTriangle
并且在构造函数中初始化
{
m_bPoint=FALSE;
m_bLine=FALSE;
m_bPolygon=FALSE;
m_bTriangle=FALSE;
m_bCube=FALSE;
m_bTorus=FALSE;
m_bTeapot=FALSE;
m_bIcosahedron=FALSE;
m_bSimpleCube=FALSE;
}
2,加入五个菜单项及其对应的事件处理程序。
{//画茶壶
m_bCube=FALSE;
m_bTorus=FALSE;
m_bTeapot=TRUE;
m_bIcosahedron=FALSE;
m_bSimpleCube=FALSE;
InvalidateRect(NULL,FALSE);
}
voidCCY457OpenGLView::OnObjectsCube()
{//画立方体
m_bCube=TRUE;
m_bTorus=FALSE;
m_bTeapot=FALSE;
m_bIcosahedron=FALSE;
m_bSimpleCube=FALSE;
InvalidateRect(NULL,FALSE);
}
voidCCY457OpenGLView::OnObjectsIcosahedron()
{//画二十面体
m_bCube=FALSE;
m_bTorus=FALSE;
m_bTeapot=FALSE;
m_bIcosahedron=TRUE;
m_bSimpleCube=FALSE;
InvalidateRect(NULL,FALSE);
}
voidCCY457OpenGLView::OnObjectsTorus()
{//画环面
m_bCube=FALSE;
m_bTorus=TRUE;
m_bTeapot=FALSE;
m_bIcosahedron=FALSE;
m_bSimpleCube=FALSE;
InvalidateRect(NULL,FALSE);
}
voidCCY457OpenGLView::OnObjectsSimplecube()
{//画简单立方体
m_bCube=FALSE;
m_bTorus=FALSE;
m_bTeapot=FALSE;
m_bIcosahedron=FALSE;
m_bSimpleCube=TRUE;
InvalidateRect(NULL,FALSE);
}
3,由于开始绘制3维图形,因此使用第一篇文章的OnSize()函数。
4,在RenderScene中加入具体的绘制代码:
{//绘制函数
if(m_bPoint==TRUE)
{
glPointSize(3.0f);
glBegin(GL_POINTS);
glVertex2f(0.0f,0.0f);
glVertex2f(1.0f,0.0f);
glVertex2f(0.0f,1.0f);
glEnd();
}
if(m_bLine==TRUE)
{
glBegin(GL_LINES);
glVertex2f(0.0f,0.0f);
glVertex2f(1.0f,0.0f);
glEnd();
}
if(m_bTriangle==TRUE)
{
glBegin(GL_TRIANGLES);
glVertex2f(0.0f,0.0f);
glVertex2f(2.0f,0.0f);
glVertex2f(0.0f,2.0f);
glEnd();
}
if(m_bPolygon==TRUE)
{
glBegin(GL_POLYGON);
glVertex2f(0.0f,0.0f);
glVertex2f(3.0f,0.0f);
glVertex2f(4.0f,3.0f);
glVertex2f(1.5f,6.0f);
glVertex2f(-1.0f,3.0f);
glEnd();
}
//ReplacethecurrentmatrixwithIdentityMatrix
glLoadIdentity();
glTranslatef(0.0f,0.0f,-5.0f);
glRotatef(-30.0f,1.0f,1.0f,0.0f);
//DrawaCube
if(m_bCube)
{
glutWireCube(1.0f);
}
//DrawaTorus
if(m_bTorus)
{
glutWireTorus(0.5f,1.0f,50,50);
}
//DrawaTeapot
if(m_bTeapot)
{
glutWireTeapot(1.0f);
}
//DrawaIcosahedron
if(m_bIcosahedron)
{
glutWireIcosahedron();
}
//Drawacubebyspecifyingtheverticesindividually
if(m_bSimpleCube)
{
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
//FrontFace
glBegin(GL_POLYGON);
glVertex3f(-1.0f,-1.0f,0.0f);
glVertex3f(1.0f,-1.0f,0.0f);
glVertex3f(1.0f,1.0f,0.0f);
glVertex3f(-1.0f,1.0f,0.0f);
glEnd();
//BackFace
glBegin(GL_POLYGON);
glVertex3f(-1.0f,-1.0f,-1.0f);
glVertex3f(-1.0f,1.0f,-1.0f);
glVertex3f(1.0f,1.0f,-1.0f);
glVertex3f(1.0f,-1.0f,-1.0f);
glEnd();
//LeftFace
glBegin(GL_POLYGON);
glVertex3f(-1.0f,-1.0f,0.0f);
glVertex3f(-1.0f,1.0f,0.0f);
glVertex3f(-1.0f,1.0f,-1.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);
glEnd();
//RightFace
glBegin(GL_POLYGON);
glVertex3f(1.0f,-1.0f,0.0f);
glVertex3f(1.0f,-1.0f,-1.0f);
glVertex3f(1.0f,1.0f,-1.0f);
glVertex3f(1.0f,1.0f,0.0f);
glEnd();
//TopFace
glBegin(GL_POLYGON);
glVertex3f(-1.0f,1.0f,0.0f);
glVertex3f(1.0f,1.0f,0.0f);
glVertex3f(1.0f,1.0f,-1.0f);
glVertex3f(-1.0f,1.0f,-1.0f);
glEnd();
//BottonFace
glBegin(GL_POLYGON);
glVertex3f(-1.0f,-1.0f,0.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);
glVertex3f(1.0f,-1.0f,-1.0f);
glVertex3f(1.0f,-1.0f,0.0f);
glEnd();
}
}
本文介绍了3D图形的基本概念,包括视见体、Z缓冲区的作用及原理,并通过实例展示了如何使用OpenGL进行3D图形的绘制,涉及点、线、三角形、多边形以及复杂三维对象如立方体、茶壶等的绘制方法。

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