隱藏線消除
使用深度緩存的2通道繪製的OpenGL實現:
1. 禁寫顏色緩存
glColorMask(0, 0, 0, 0);
2. 啓用深度測試
glEnable(GL_DEPTH_TEST);
glDepthFunc (GL_LESS);
3. 以多邊形填充模式繪製對象,要使用多邊形偏移(Pass1)
glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
glPolygonOffset(1.1f, 4.0f);
glEnable (GL_POLYGON_OFFSET_FILL); //啓用多邊形偏移
drawScene ();
glDisable (GL_POLYGON_OFFSET_FILL);
4. 啓用顏色緩存
glColorMask(1, 1, 1, 1);
5. 採用兩種線繪製方式之一繪製對象中包含的線段(Pass2).
具體實現代碼
int DrawGLScene(GLvoid) // 從這裏開始進行所有的繪製
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // 清除屏幕及深度緩存
glLoadIdentity(); // 重置模型觀察矩陣
glTranslatef(0.0f,0.0f,-5.0f); // 移入屏幕 5 個單位
static float xrot=0.0f,yrot=0.0f,zrot=0.0f;
glRotatef(xrot,1.0f,0.0f,0.0f); // 繞X軸旋轉
glRotatef(yrot,0.0f,1.0f,0.0f); // 繞Y軸旋轉
glRotatef(zrot,0.0f,0.0f,1.0f); // 繞Z軸旋轉
glDisable(GL_TEXTURE_2D);
glColorMask(0,0,0,0);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glPolygonOffset(1.1f, 4.0f);
glEnable (GL_POLYGON_OFFSET_FILL); //啓用多邊形偏移
//auxSolidSphere(1.0);
auxSolidTeapot(1.0);
glDisable (GL_POLYGON_OFFSET_FILL);
glColorMask(1, 1, 1, 1);
glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
//auxSolidSphere(1.0);
auxSolidTeapot(1.0);
xrot+=1.3f; // X 軸旋轉
yrot+=1.2f; // Y 軸旋轉
zrot+=1.4f; // Z 軸旋轉
return TRUE; // 一切 OK
}
效果圖: