我正在用PyOpenGL制作游戏,我想让玩家死亡时使光线变暗。我该怎么办?
我尝试了Tweak the brightness/gamma of the whole scene in OpenGL和https://www.gamedev.net/forums/topic/535812-disable-opengl-lighting-completely-to-dark-scene/之类的几种资源,但都没有运气。
#!/usr/local/bin/python3
import pygame
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
#[...]
glEnable(GL_DEPTH_TEST)
glEnable(GL_LIGHTING)
glShadeModel(GL_SMOOTH)
glEnable(GL_COLOR_MATERIAL)
glEnable(GL_BLEND)
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
glEnable(GL_LIGHT0)
glLightfv(GL_LIGHT0, GL_AMBIENT, [0.5, 0.5, 0.5, 1])
glLightfv(GL_LIGHT0, GL_DIFFUSE, [1.0, 1.0, 1.0, 1])
#[...]
while True:
#[...]
glClearColor(0.53, 0.63, 0.98, 1) #Change background colour (sky blue)
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
#[...]
if health <= 0:
pass #this is where the darkening should go
#---Tried---
glDisable(GL_LIGHT1)
glDisable(GL_LIGHT2)
glDisable(GL_LIGHT3)
glDisable(GL_LIGHT4)
glDisable(GL_LIGHT5)
glDisable(GL_LIGHT6)
glDisable(GL_LIGHT7)
glMaterialfv(GL_FRONT, GL_SPECULAR, @mat_specular)
glMaterialfv(GL_FRONT, GL_SHININESS, @mat_shininess)
glLightModelfv( GL_LIGHT_MODEL_AMBIENT, @globala )
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0)
glDepthFunc(GL_LEQUAL)
glEnable(GL_DEPTH_TEST)
#---Tried---
pygame.display.flip()
我希望场景是黑暗的,但是它返回有关装饰器的回溯。即使删除这些内容,场景也不会改变。
答案 0 :(得分:1)
您必须减小环境散射光的RGB值(请参见glLight
)。例如:
glLightfv(GL_LIGHT0, GL_AMBIENT, [0.2, 0.2, 0.2, 1])
glLightfv(GL_LIGHT0, GL_DIFFUSE, [0.8, 0.8, 0.8, 1])
环境光被施加到所有表面,而与光的位置或方向无关。漫射光取决于光的位置和方向以及表面的法线向量(glNormal
)。
将光色乘以当前颜色(由于glEnable(GL_COLOR_MATERIAL)
),然后将环境光,漫反射光和镜面光相加。
标准OpenGL Blinn-Phong光照模型是这样计算的:
Ka ... ambient material
Kd ... difusse material
Ks ... specular material
La ... ambient light
Ld ... diffuse light
Ls ... specular light
sh ... shininess
N ... norlmal vector
L ... light vector (from the vertex position to the light)
V ... view vector (from the vertex position to the eye)
Id = max(dot(N, L), 0.0);
H = normalize(V + L);
NdotH = max(dot(N, H), 0.0);
Is = pow(NdotH, sh);
fs = Ka*La + Id*Kd*Ld + Is*Ks*Ls;