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c - OpenGL 中的光照

转载 作者:太空宇宙 更新时间:2023-11-04 02:11:27 24 4
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我想让这个房间有灯泡效果,但我不确定它有什么问题。截至目前,光线似乎只是照在球体的顶部,而圆锥体的侧面和墙壁都没有得到任何光线。我试着摆弄位置和方向,但没有任何效果。

#include <GLUT/glut.h>
#include <stdio.h>
#include <stdlib.h>
//Global variables
double sphere = 1, cone = 1, viewy = 2, viewx = -10, viewz = 5,headup = 5,headright = 5;
void myinit(){
glClearColor(0,0,0,1);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60,1,1,100);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_COLOR_MATERIAL);
//glOrtho(-2,20,-2,20,-10,10);
}
void drawRoom(){
//floor
glBegin(GL_POLYGON);
glColor3f(1,1,1);
glVertex3f(0,0,0);
glVertex3f(0,10,0);
glVertex3f(10,10,0);
glVertex3f(10,0,0);
glEnd(
);
//wall
glBegin(GL_POLYGON);
glColor3f(0,0,1);
glVertex3f(0,10,0);
glVertex3f(0,10,10);
glVertex3f(10,10,10);
glVertex3f(10,10,0);
glEnd();
//wall2
glBegin(GL_POLYGON);
glColor3f(0,1,0);
glVertex3f(10,10,0);
glVertex3f(10,10,10);
glVertex3f(10,0,10);
glVertex3f(10,0,0);
glEnd();
}
void drawObjects(){
//draw cone
glShadeModel(GL_FLAT);
glColor3f(1,0,1);
glTranslatef(2,2,0);
glutSolidCone(cone,5,10,2);
//draw sphere
glShadeModel(GL_SMOOTH);
glTranslatef(5,5,0);
glColor3f(1,0,0);
glutSolidSphere(sphere,500,500);

}
void move(unsigned char key, int x, int y){
switch(key){
case 'y':
viewy++;
glutPostRedisplay();
break;
case 'x':
viewx++;
glutPostRedisplay();
break;
case 'z':
viewz++;
glutPostRedisplay();
break;
case 'Z':
viewz--;
glutPostRedisplay();
glutPostRedisplay();
break;
//moves head
case 'd':
headup--;
headright--;
glutPostRedisplay();
break;
case 'a':
headup++;
headright++;
glutPostRedisplay();
break;
}
}

void display(){
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(viewx,viewy,viewz,headup,headright,5,0,0,1);
glClear(GL_COLOR_BUFFER_BIT);
drawRoom();
GLfloat light_position[] = {5.0,5.0,10.0,0.0};
GLfloat light_direction[] = {-5,-5,-5};
GLfloat amb[] = {0,0,0,1};
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION,light_direction);
glLightfv(GL_LIGHT0, GL_AMBIENT,amb);
drawObjects();
glutSwapBuffers();
glFlush();
}
int main (int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
glutInitWindowSize(500,500);
glutInitWindowPosition(100,100);
glutCreateWindow("Room");
myinit();
glutDisplayFunc(display);
glutKeyboardFunc(move);
//glutMotionFunc(moveHead);
glutMainLoop();
return 0;
}

最佳答案

第一:你必须提供法线。

第二:OpenGL 固定函数管线只评估顶点处的光照,然后进行重心颜色插值。内部某处有光源的盒子的角接收到的光最少。对于仅由 6 个四边形组成的盒子,您不会得到很好的衰减,而只会得到光线昏暗的墙壁。您要么必须使用片段着色器来实现每个片段照明(推荐),要么将您的四边形 segmentation 为形成墙的合理数量的较小四边形,以便有足够的插值采样点,其中照明被评估。

关于c - OpenGL 中的光照,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/13482418/

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