本文介绍了如何仅剪切剪切平面的交集(而不是并集)?的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!
问题描述
在 OpenGL/JOGL 中,当使用多个剪切平面时,似乎应用了所有剪切平面的并集.我想要的是要应用的所有剪裁平面的交集.这可能吗?请参阅下面的简化二维示例.
In OpenGL/JOGL, when using more than one clipping plane, the union of all clipping planes appears to be applied. What I want is instead the intersection of all clipping planes to be applied. Is this possible? See the below simplified 2-D example.
通过顶点着色器进行裁剪的示例(请参阅下面的评论).
An example of clipping by vertex shader (see comments below).
推荐答案
Multi-pass:
Multi-pass:
#include <GL/glut.h>
void scene()
{
glColor3ub( 255, 0, 0 );
glBegin( GL_QUADS );
glVertex2i( -1, -1 );
glVertex2i( 1, -1 );
glVertex2i( 1, 1 );
glVertex2i( -1, 1 );
glEnd();
}
void display()
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
double w = glutGet( GLUT_WINDOW_WIDTH );
double h = glutGet( GLUT_WINDOW_HEIGHT );
double ar = w / h;
glOrtho( -2 * ar, 2 * ar, -2, 2, -1, 1);
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glEnable( GL_CLIP_PLANE0 );
// -y plane
GLdouble plane0[] = { -1, 0, 0, 0 };
glClipPlane( GL_CLIP_PLANE0, plane0 );
scene();
// -x plane
GLdouble plane1[] = { 0, -1, 0, 0 };
glClipPlane( GL_CLIP_PLANE0, plane1 );
scene();
glutSwapBuffers();
}
int main( int argc, char **argv )
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE );
glutInitWindowSize( 640, 480 );
glutCreateWindow( "Clipping" );
glutDisplayFunc( display );
glutMainLoop();
return 0;
}
这篇关于如何仅剪切剪切平面的交集(而不是并集)?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!