私のプログラムは光源が中心(球)にある部屋です。OpenGLオブジェクトの色と動きが正しく交わらない
私は左の球の動きを作り、右のx軸に沿っただろう「ディスコ」モードを作りたいです。同時に赤と青の色を交互に変えます。
これは、このモードを有効にするコードのセクションです。 g_disco_mode
は、モードが選択されると真となる変数です。
static void update_scene()
{
...
// Disco mode
if (g_disco_mode)
{
bool movement_increase = true;
bool color_increase = true;
float floor = -0.1f;
float ceiling = 1.0f;
float increment = 0.01f;
// Movement of spotlight
if (movement_increase == true && g_lightProperties.direction[0] <= ceiling)
{
g_lightProperties.direction[0] += increment;
if (g_lightProperties.direction[0] >= ceiling) { movement_increase = false; }
}
if (movement_increase == false && g_lightProperties.direction[0] >= floor)
{
g_lightProperties.direction[0] -= increment;
if (g_lightProperties.direction[0] <= floor) { movement_increase = true; }
}
// Changing of color
g_spotlight_ambient[0] += 0.01f;
if (color_increase == true && g_spotlight_ambient[0] <= ceiling)
{
g_spotlight_ambient[0] += increment;
if (g_spotlight_ambient[0] >= ceiling) { color_increase = false; }
}
if (color_increase == false && g_spotlight_ambient[0] >= floor)
{
g_spotlight_ambient[0] -= increment;
if (g_spotlight_ambient[0] <= floor) { color_increase = true; }
}
}
}
私は球が、それはceiling
に達するまで右に移動し、それがfloor
に当たるまで左に移動するようなコードのこのセクションを書きました。これは、g_lightProperties.direction
を増減することによって行われます。 色の変更も同様に動作します。しかし、私がプログラムを実行すると球はceiling
に当たるまで動き、停止します。左へ移動しません。色は赤色に変わらず、青色に戻りません。どうしてこんなことに?
を変更する必要がありますされているかどうかをテストする必要が
私のプログラム
// Values for spotlight
glm::vec3 g_spotlight_ambient(0.2f, 0.2f, 0.2f);
glm::vec3 g_spotlight_diffuse(0.0f, 0.5f, 1.0f);
glm::vec3 g_spotlight_specular(0.0f, 0.5f, 1.0f);
bool g_switchOn = true; // toggle the light on/off
bool g_disco_mode = false; // makes the lights move around and change color
static void init(GLFWwindow* window)
{
...
// initialise light and material properties
g_lightProperties.position = glm::vec4(0.0f, 2.0f, 0.0f, 1.0f);
g_lightProperties.ambient = glm::vec4(g_spotlight_ambient[0], g_spotlight_ambient[1], g_spotlight_ambient[2], 1.0f);
g_lightProperties.diffuse = glm::vec4(g_spotlight_diffuse[0], g_spotlight_diffuse[1], g_spotlight_diffuse[2], 1.0f);
g_lightProperties.specular = glm::vec4(g_spotlight_specular[0], g_spotlight_specular[1], g_spotlight_specular[2], 1.0f);
g_lightProperties.shininess = 10.0f;
g_lightProperties.attenuation = glm::vec3(1.0f, 0.0f, 0.0f);
g_lightProperties.cutoffAngle = 100.0f;
g_lightProperties.direction = glm::vec3(0.0f, -1.0f, 0.0f);
...
}
// function used to update the scene
static void update_scene()
{
static float rotateAngle = 0.0f;
static float cutOffAngle = g_lightProperties.cutoffAngle;
rotateAngle -= 1.0f;
// update model matrix
g_modelMatrix_mesh[0] = glm::rotate(glm::radians(rotateAngle), glm::vec3(0.0f, 1.0f, 0.0f))
* glm::translate(glm::vec3(-0.4f, 0.1f, 0.0f)) * glm::scale(glm::vec3(0.3f, 0.3f, 0.3f));
g_modelMatrix_mesh[1] = glm::rotate(glm::radians(rotateAngle), glm::vec3(0.0f, 1.0f, 0.0f))
* glm::translate(glm::vec3(0.4f, 0.3f, 0.0f)) * glm::scale(glm::vec3(0.2f, 0.2f, 0.2f));
g_modelMatrix_mesh[2] = glm::translate(g_lightProperties.direction)
* glm::translate(glm::vec3(0.0f, 2.0f, 0.0f)) * glm::scale(glm::vec3(0.2f, 0.2f, 0.2f));
// update spotlight
g_lightProperties.ambient = glm::vec4(g_spotlight_ambient[0], g_spotlight_ambient[1], g_spotlight_ambient[2], 1.0f);
g_lightProperties.diffuse = glm::vec4(g_spotlight_diffuse[0], g_spotlight_diffuse[1], g_spotlight_diffuse[2], 1.0f);
g_lightProperties.specular = glm::vec4(g_spotlight_specular[0], g_spotlight_specular[1], g_spotlight_specular[2], 1.0f);
// Disco mode
if (g_disco_mode)
{
bool movement_increase = true;
bool color_increase = true;
float floor = -0.1f;
float ceiling = 1.0f;
float increment = 0.01f;
// Movement of spotlight
if (movement_increase == true && g_lightProperties.direction[0] <= ceiling)
{
g_lightProperties.direction[0] += increment;
if (g_lightProperties.direction[0] >= ceiling) { movement_increase = false; }
}
if (movement_increase == false && g_lightProperties.direction[0] >= floor)
{
g_lightProperties.direction[0] -= increment;
if (g_lightProperties.direction[0] <= floor) { movement_increase = true; }
}
// Changing of color
g_spotlight_ambient[0] += 0.01f;
if (color_increase == true && g_spotlight_ambient[0] <= ceiling)
{
g_spotlight_ambient[0] += increment;
if (g_spotlight_ambient[0] >= ceiling) { color_increase = false; }
}
if (color_increase == false && g_spotlight_ambient[0] >= floor)
{
g_spotlight_ambient[0] -= increment;
if (g_spotlight_ambient[0] <= floor) { color_increase = true; }
}
}
}
// function used to render the scene
static void render_scene()
{
glBindVertexArray(g_VAO[0]); // make VAO active
// Material Properties - Planes
glUniform4fv(g_materialAmbientIndex, 1, &g_materialProperties.ambient[0]);
glUniform4fv(g_materialDiffuseIndex, 1, &g_materialProperties.diffuse[0]);
glUniform4fv(g_materialSpecularIndex, 1, &g_materialProperties.specular[0]);
glUniform4fv(g_lightPositionIndex, 1, &g_lightProperties.position[0]);
glUniform4fv(g_lightAmbientIndex, 1, &g_lightProperties.ambient[0]);
glUniform4fv(g_lightDiffuseIndex, 1, &g_lightProperties.diffuse[0]);
glUniform4fv(g_lightSpecularIndex, 1, &g_lightProperties.specular[0]);
glUniform1fv(g_lightShininessIndex, 1, &g_lightProperties.shininess);
glUniform3fv(g_lightAttenuationIndex, 1, &g_lightProperties.attenuation[0]);
glUniform1fv(g_lightCutoffAngleIndex, 1, &g_lightProperties.cutoffAngle);
glUniform3fv(g_lightDirectionIndex, 1, &g_lightProperties.direction[0]);
...
}
int main(void)
{
TwBar *TweakBar; // pointer to a tweak bar
...
// initialise AntTweakBar
TwInit(TW_OPENGL_CORE, NULL);
// give tweak bar the size of graphics window
TwWindowSize(g_windowWidth, g_windowHeight);
TwDefine(" TW_HELP visible=false "); // disable help menu
TwDefine(" GLOBAL fontsize=3 "); // set large font size
// create a tweak bar
TweakBar = TwNewBar("Main");
TwDefine(" Main label='Controls' refresh=0.02 text=light size='220 600' ");
// create display entries
TwAddVarRW(TweakBar, "Wireframe", TW_TYPE_BOOLCPP, &g_wireFrame, " group='Display' ");
// display a separator
TwAddSeparator(TweakBar, NULL, NULL);
// create spotlight entries
TwAddVarRW(TweakBar, "Cutoff", TW_TYPE_FLOAT, &g_lightProperties.cutoffAngle, " group='Spotlight' min=-180.0 max=180.0 step=1.0 ");
TwAddVarRW(TweakBar, "Direction: x", TW_TYPE_FLOAT, &g_lightProperties.direction[0], " group='Spotlight' min=-1.0 max=1.0 step=0.1");
TwAddVarRW(TweakBar, "Direction: y", TW_TYPE_FLOAT, &g_lightProperties.direction[1], " group='Spotlight' min=-1.0 max=1.0 step=0.1");
TwAddVarRW(TweakBar, "Direction: z", TW_TYPE_FLOAT, &g_lightProperties.direction[2], " group='Spotlight' min=-1.0 max=1.0 step=0.1");
// create transformation entries
TwAddVarRW(TweakBar, "A Red", TW_TYPE_FLOAT, &g_spotlight_ambient[0], " group='Ambient' min=-1.0 max=1.0 step=0.01");
TwAddVarRW(TweakBar, "A Green", TW_TYPE_FLOAT, &g_spotlight_ambient[1], " group='Ambient' min=-1.0 max=1.0 step=0.01");
TwAddVarRW(TweakBar, "A Blue", TW_TYPE_FLOAT, &g_spotlight_ambient[2], " group='Ambient' min=-1.0 max=1.0 step=0.01");
TwAddVarRW(TweakBar, "D Red", TW_TYPE_FLOAT, &g_spotlight_diffuse[0], " group='Diffuse' min=-1.0 max=1.0 step=0.01");
TwAddVarRW(TweakBar, "D Green", TW_TYPE_FLOAT, &g_spotlight_diffuse[1], " group='Diffuse' min=-1.0 max=1.0 step=0.01");
TwAddVarRW(TweakBar, "D Blue", TW_TYPE_FLOAT, &g_spotlight_diffuse[2], " group='Diffuse' min=-1.0 max=1.0 step=0.01");
TwAddVarRW(TweakBar, "S Red", TW_TYPE_FLOAT, &g_spotlight_specular[0], " group='Specular' min=-1.0 max=1.0 step=0.01");
TwAddVarRW(TweakBar, "S Green", TW_TYPE_FLOAT, &g_spotlight_specular[1], " group='Specular' min=-1.0 max=1.0 step=0.01");
TwAddVarRW(TweakBar, "S Blue", TW_TYPE_FLOAT, &g_spotlight_specular[2], " group='Specular' min=-1.0 max=1.0 step=0.01");
TwAddVarRW(TweakBar, "Light", TW_TYPE_BOOLCPP, &g_switchOn, " group='Toggle ON/OFF' ");
TwAddVarRW(TweakBar, "Disco", TW_TYPE_BOOLCPP, &g_disco_mode, " group='Toggle ON/OFF' ");
// initialise rendering states
init(window);
// the rendering loop
while (!glfwWindowShouldClose(window))
{
g_camera.update(window); // update camera
if (g_wireFrame)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
update_scene(); // update the scene
render_scene(); // render the scene
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
TwDraw(); // draw tweak bar(s)
glfwSwapBuffers(window); // swap buffers
glfwPollEvents(); // poll for events
}
...
}
もし第二は、 '&& g_lightProperties.direction [0]> = floor'ではないでしょうか?それ以外の場合は、これは1回だけ呼び出されます。 – BDL
@BDLそれを指摘してくれてありがとう。私は自分のコードでそれを変更しましたが、それでも同じ問題があります – Zolly
入れ子の場合: 'movement_increase == false;'は 'movement_increase = false;'にする必要があります。自分でコードをデバッグしてください。私たちはあなたのためにあなたの仕事をするためにここにいません。何が起こるかを印刷するか、ブレークポイントを設定してチェックします。 – BDL