我正在尝试在我的OpenGL项目中围绕我的角色模型旋转光源,但是当我尝试它时,我到目前为止所得到的只是我的模型像疯狂(或地板)一样旋转。
我的渲染代码如下所示:
void mainRender() {
updateState();
renderScene();
glFlush();
glutPostRedisplay();
//spin = (spin + 30) % 360;
Sleep(30);
}
void renderScene() {
glClearColor(backgrundColor[0],backgrundColor[1],backgrundColor[2],backgrundColor[3]);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // limpar o depth buffer
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
updateCam();
renderFloor();
modelAL.Translate(0.0f,1.0f,0.0f);
modelAL.Draw();
}
void renderFloor() {
// set things up to render the floor with the texture
glShadeModel(GL_SMOOTH);
glEnable(type);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glPushMatrix();
glTranslatef(-(float)planeSize/2.0f, 0.0f, -(float)planeSize/2.0f);
float textureScaleX = 10.0;
float textureScaleY = 10.0;
glColor4f(1.0f,1.0f,1.0f,1.0f);
int xQuads = 40;
int zQuads = 40;
for (int i = 0; i < xQuads; i++) {
for (int j = 0; j < zQuads; j++) {
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 0.0f); // coords for the texture
glNormal3f(0.0f,1.0f,0.0f);
glVertex3f(i * (float)planeSize/xQuads, 0.0f, (j+1) * (float)planeSize/zQuads);
glTexCoord2f(0.0f, 0.0f); // coords for the texture
glNormal3f(0.0f,1.0f,0.0f);
glVertex3f((i+1) * (float)planeSize/xQuads, 0.0f, (j+1) * (float)planeSize/zQuads);
glTexCoord2f(0.0f, 1.0f); // coords for the texture
glNormal3f(0.0f,1.0f,0.0f);
glVertex3f((i+1) * (float)planeSize/xQuads, 0.0f, j * (float)planeSize/zQuads);
glTexCoord2f(1.0f, 1.0f); // coords for the texture
glNormal3f(0.0f,1.0f,0.0f);
glVertex3f(i * (float)planeSize/xQuads, 0.0f, j * (float)planeSize/zQuads);
glEnd();
}
}
glDisable(type);
glPopMatrix();
}
如何让这个新的lightsource围绕我的“modelAL”对象旋转?
答案 0 :(得分:3)
对于固定管道,使用模型视图矩阵转换分配有glLight()
的光源位置,就像普通对象一样。因此,您可以像使用普通对象一样使用变换功能来定位和旋转光源。
要围绕某个点旋转光源(或其他对象),您需要按照以下步骤操作。设L是旋转角度为0度时光源所在的位置,O是主体 - 要旋转光源的对象。
由于OpenGL的工作方式,您基本上是按向后顺序执行这些操作。基本上它会是这样的:
glPushMatrix();
glTranslatef(O.x,O.y,O.z);
glRotate(angle,0,1,0);
GLfloat lightpos[4] = {L.x-O.x,L.y-O.y,L.z-O.z,1};
glLightfv(GL_LIGHT0,GL_POSITION,lightpos);
glPopMatrix();
注意,这仅适用于定位光源,而不是定向光源,即w = 0。