Sté*_*ent 6 opengl haskell marching-cubes
我用Haskell OpenGL绘制了Barth sextic并且存在问题.我也用R(用包rgl和misc3d)绘制它,没有问题.这两种算法(在Haskell和R中)非常相似.Barth sextic是一个隐式曲面,在Haskell中我使用行进立方体算法计算这个曲面的三角剖分,我通过将其中一个转换misc3d为Haskell和C.我使用顶点法线,每个由隐式渐变定义方程.
这是问题所在:
我不想要这些黑色阴影.当我看到sextic的背面,通过180°旋转,没有这样的阴影:
这个Github仓库中提供了完整的代码.以下是与颜色相关的代码部分:
fuchsia :: Color4 GLfloat
fuchsia = Color4 1.00 0.00 1.00 1
discord :: Color4 GLfloat
discord = Color4 0.21 0.22 0.25 1
renderPrimitive Triangles $ mapM_ drawTriangle triangles
swapBuffers
where
drawTriangle ((v1,v2,v3), (n1,n2,n3)) = do
materialDiffuse FrontAndBack $= fuchsia
normal n1
vertex v1
normal n2
vertex v2
normal n3
vertex v3
clearColor $= discord
materialAmbient FrontAndBack $= black
materialDiffuse FrontAndBack $= white
materialEmission FrontAndBack $= black
lighting $= Enabled
lightModelTwoSide $= Enabled
light (Light 0) $= Enabled
position (Light 0) $= Vertex4 0 0 (-1000) 1
ambient (Light 0) $= white
diffuse (Light 0) $= white
specular (Light 0) $= white
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我试图改变最后一段代码中的颜色,但无法摆脱这些阴影.我做的颜色不好吗?我确定法线是正确的,因为这在R中起作用.但是阴影出现在表面不平滑的地方,所以我想知道问题是否是由法线引起的.
R渲染:
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我设法摆脱了这些阴影:
我真的不知道怎么做,我做了很多尝试......但无论如何,现在问题是sextic的背面太轻了:
现在渲染效果很好:-)
我不知道是什么导致了问题,因为我做了很多更改......以下是代码的相关部分:
resize :: Double -> Size -> IO ()
resize zoom s@(Size w h) = do
viewport $= (Position 0 0, s)
matrixMode $= Projection
loadIdentity
perspective 45.0 (w'/h') 1.0 100.0
lookAt (Vertex3 0 0 (-6+zoom)) (Vertex3 0 0 0) (Vector3 0 1 0)
matrixMode $= Modelview 0
where
w' = realToFrac w
h' = realToFrac h
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main :: IO ()
main = do
_ <- getArgsAndInitialize
_ <- createWindow "Barth Sextic"
windowSize $= Size 500 500
initialDisplayMode $= [RGBMode, DoubleBuffered, WithDepthBuffer]
clearColor $= discord
clientState ColorArray $= Disabled -- this is a default option, I think
materialAmbient Front $= black
materialDiffuse Front $= white
materialEmission Front $= Color4 0 0 0 0
materialSpecular Front $= white
materialShininess Front $= 50
lighting $= Enabled
light (Light 0) $= Enabled
position (Light 0) $= Vertex4 500 500 (-1000) 1
diffuse (Light 0) $= white
specular (Light 0) $= white
lightModelAmbient $= Color4 0.35 0.35 0.35 1
depthMask $= Enabled -- this is default option
depthFunc $= Just Lequal
shadeModel $= Smooth
fog $= Disabled -- this is default option, I think
polygonMode $= (Fill, Fill) -- this is default option
polygonSmooth $= Enabled
cullFace $= Just Front
rescaleNormal $= Enabled
......
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我还更改了每个三角形顶点的顺序:
drawTriangle ((v1,v2,v3), (n1,n2,n3)) = do
materialDiffuse Front $= fuchsia
normal n1
vertex v1
normal n3
vertex v3
normal n2
vertex v2
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这个答案有点为时过早。稍后我会进行更多调查,然后我将编辑以写下我的发现。
好吧,我做了进一步的调查,遗憾的是,我的结论是我没有任何解释:我已经恢复了所有更改,并且无法重现该问题!
现在我使用这个较短的代码:
display :: ...... -> displayCallback
......
renderPrimitive Triangles $
mapM_ drawTriangle triangles
swapBuffers
where
drawTriangle ((v1,v2,v3), (n1,n2,n3)) = do
materialDiffuse Front $= fuchsia
normal n1
vertex v1
normal n2
vertex v2
normal n3
vertex v3
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resize :: Double -> Size -> IO ()
resize zoom s@(Size w h) = do
viewport $= (Position 0 0, s)
matrixMode $= Projection
loadIdentity
perspective 45.0 (w'/h') 1.0 100.0
lookAt (Vertex3 0 0 (-6+zoom)) (Vertex3 0 0 0) (Vector3 0 1 0)
matrixMode $= Modelview 0
where
w' = realToFrac w
h' = realToFrac h
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两者MatrixMode都很重要。
main :: IO ()
main = do
_ <- getArgsAndInitialize
_ <- createWindow "Barth Sextic"
windowSize $= Size 500 500
initialDisplayMode $= [RGBMode, DoubleBuffered, WithDepthBuffer]
clearColor $= discord
materialAmbient Front $= black
materialDiffuse Front $= white
materialEmission Front $= black
lighting $= Enabled
light (Light 0) $= Enabled
position (Light 0) $= Vertex4 500 500 (-1000) 1
ambient (Light 0) $= white
diffuse (Light 0) $= white
specular (Light 0) $= white
depthFunc $= Just Less
shadeModel $= Smooth
cullFace $= Just Back
......
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polygonSmooth并且rescaleNormal毫无用处。我还改变了灯光的位置,但这不是引起问题的点。这cullFace不是必需的,但它很好,因为没有可见的背面。
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