我想在我的3D世界中设置一个灯,位于一个角落,当我用鼠标移动时,我希望它留在那里,就在那里。
当我使用来自glut:glutSolidSphere的函数时,一切看起来都不错。 但是当我在我的世界中添加四边形并且我用鼠标移动时,四边形上的光照会发生变化。知道如何解决这个问题吗?
void World::paint(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
float no_mat[] = {0.0f, 0.0f, 0.0f, 1.0f};
float mat_ambient[] = {0.7f, 0.7f, 0.7f, 1.0f};
float mat_ambient_color[] = {0.8f, 0.8f, 0.2f, 1.0f};
float mat_diffuse[] = {0.1f, 0.5f, 0.8f, 1.0f};
float mat_specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
float no_shininess = 0.0f;
float low_shininess = 5.0f;
float high_shininess = 100.0f;
float mat_emission[] = {0.3f, 0.2f, 0.2f, 0.0f};
camera->setup();
light->assignComponentsToGLLightX();
glEnable(GL_LIGHTING);
glMatrixMode( GL_MODELVIEW );
// WORKS
float temp[] = {0.7f, 0.0f, 0.0f, 1.0f};
glPushMatrix();
glTranslatef(3.75f, 3.0f, 0.0f);
glMaterialfv(GL_FRONT, GL_AMBIENT, temp);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialf(GL_FRONT, GL_SHININESS, low_shininess);
glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
glutSolidSphere( 3.0, 25, 25 );
glPopMatrix();
// Doesn't work
glPushMatrix();
glTranslatef(0.0f, 0.0f, 0.0f);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialf(GL_FRONT, GL_SHININESS, low_shininess);
glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);
glBegin(GL_QUADS);
//Front
//glNormal3f(0.0f, 0.0f, 1.0f);
glNormal3f(-1.0f, 0.0f, 1.0f);
glVertex3f(-1.5f, -1.0f, 1.5f);
glNormal3f(1.0f, 0.0f, 1.0f);
glVertex3f(1.5f, -1.0f, 1.5f);
glNormal3f(1.0f, 0.0f, 1.0f);
glVertex3f(1.5f, 1.0f, 1.5f);
glNormal3f(-1.0f, 0.0f, 1.0f);
glVertex3f(-1.5f, 1.0f, 1.5f);
//Right
//glNormal3f(1.0f, 0.0f, 0.0f);
glNormal3f(1.0f, 0.0f, -1.0f);
glVertex3f(1.5f, -1.0f, -1.5f);
glNormal3f(1.0f, 0.0f, -1.0f);
glVertex3f(1.5f, 1.0f, -1.5f);
glNormal3f(1.0f, 0.0f, 1.0f);
glVertex3f(1.5f, 1.0f, 1.5f);
glNormal3f(1.0f, 0.0f, 1.0f);
glVertex3f(1.5f, -1.0f, 1.5f);
//Back
//glNormal3f(0.0f, 0.0f, -1.0f);
glNormal3f(-1.0f, 0.0f, -1.0f);
glVertex3f(-1.5f, -1.0f, -1.5f);
glNormal3f(-1.0f, 0.0f, -1.0f);
glVertex3f(-1.5f, 1.0f, -1.5f);
glNormal3f(1.0f, 0.0f, -1.0f);
glVertex3f(1.5f, 1.0f, -1.5f);
glNormal3f(1.0f, 0.0f, -1.0f);
glVertex3f(1.5f, -1.0f, -1.5f);
//Left
//glNormal3f(-1.0f, 0.0f, 0.0f);
glNormal3f(-1.0f, 0.0f, -1.0f);
glVertex3f(-1.5f, -1.0f, -1.5f);
glNormal3f(-1.0f, 0.0f, 1.0f);
glVertex3f(-1.5f, -1.0f, 1.5f);
glNormal3f(-1.0f, 0.0f, 1.0f);
glVertex3f(-1.5f, 1.0f, 1.5f);
glNormal3f(-1.0f, 0.0f, -1.0f);
glVertex3f(-1.5f, 1.0f, -1.5f);
glEnd();
glPopMatrix();
void Camera::setup() const
{
glRotatef(_rotX, 1.0,0.0,0.0);
glRotatef(_rotY, 0.0,1.0,0.0);
glTranslated(-_moveX,-_moveY,-_moveZ);
gluLookAt(3.0 , 5.0 , 25.0,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0 );
}
void Light::assignComponentsToGLLightX() const
{
glLightfv(_light, GL_AMBIENT, _ambientLight);
glLightfv(_light, GL_DIFFUSE, _diffuseLight);
glLightfv(_light, GL_SPECULAR, _specularLight);
glLightfv(_light, GL_POSITION, _position);
}
所以我在camera_setup()之后设置了light调用 但是现在四核仍然无法正常工作。灯仍在变化,我很确定我的法线是正确的(检查了两次)。
我在想,这是可能的,因为我移动/旋转时不会改变我的_camPosX,Y,Z值吗?
答案 0 :(得分:3)
在gluLookAt
/ glRotate
之前致电glTranslate
应该有帮助...
其他想法:
答案 1 :(得分:2)
移动世界/设置相机后,您必须设置灯光的位置,即添加
glLightfv(GL_LIGHT0+n, GL_POSITION, light_position)
后立即拨打电话
camera->setup();