我正在尝试制作一个非常简单的MFC OpenGL教程 有一个球体。而spere是光源(如太阳)。并且有两个三角形。根据法术的运动,我想让三角形变亮 但是当我移动球体时,三角形的表面只是第一次发生变化 球体的下一次移动不会改变三角形的表面。
如何保持光线位置的痕迹?
这是keyborad处理函数。
void CView::OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags)
{
if (nChar == VK_UP)
{
m.x += 0.1f;
}
else if (nChar == VK_DOWN)
{
m.y -= 0.1f;
}
else if (nChar == VK_LEFT)
{
m.x -= 0.1f;
}
else if (nChar == VK_RIGHT)
{
m.x += 0.1f;
}
setGL();
DrawGL();
CView::OnKeyDown(nChar, nRepCnt, nFlags);
}
这些是通过键盘功能调用的功能。
void CView::setGL(GLvoid)
{
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
// light source configuration ##################
glMatrixMode(GL_MODELVIEW);
gluLookAt(0.f,0.f,1.f, 0.f,0.f,0.f, 0.f,1.f,0.f);
GLfloat light0_diffuse[] = {0.5, 0.5, 1.0};
GLfloat light0_specular[] = {1.0, 1.0, 1.0, 1.0};
GLfloat light0_spot_direction[] = {1,1,1,0};
GLfloat light1_diffuse[] = {1.0f, 0.3f, 0.3f};
GLfloat light1_specular[] = {1.0f, 0.8f, 0.8f, 1.0f};
GLfloat light1_shiniess[] = {50.0};
GLfloat light1_pos[] = {m.x, m.y, m.z};
glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light0_specular);
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, light0_spot_direction);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light1_diffuse);
glLightfv(GL_LIGHT1, GL_SPECULAR, light1_specular);
glLightfv(GL_LIGHT1, GL_SHININESS, light1_shiniess);
glLightfv(GL_LIGHT1, GL_POSITION, light1_pos);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
}
void CView::DrawGL(void)
{
// clear screen and depth buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
// camera view configuration
gluLookAt(0.0f,0.0f,1.0f, 0.0f,0.0f,0.0f, 0.0f,1.0f,0.0f);
// draw
//glColor3f(1.f, 1.f, 1.f);
glPushMatrix();
glTranslatef(m.x, m.y, m.z);
glutSolidSphere(0.25f, 120, 120);
glPopMatrix();
glBegin(GL_TRIANGLES);
glVertex3f(-0.5f, 0.5f, -0.5f);
glVertex3f(0.0f, 0.0f, -0.5f);
glVertex3f(-1.0f, 0.0f, -0.5f);
m.calculateNormal(-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -0.5f, -1.0f, 0.0f, -0.5f);
glNormal3f(m.normalX, m.normalY, m.normalZ);
glBegin(GL_TRIANGLES);
glVertex3f(0.5f, 0.5f, -1.0f);
glVertex3f(0.0f, 0.0f, -1.0f);
glVertex3f(1.0f, 0.0f, -1.0f);
m.calculateNormal(0.5f, 0.5f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, -1.0f);
glNormal3f(m.normalX, m.normalY, m.normalZ);
glEnd();
// swap buffer
SwapBuffers(m_hDC);
}
答案 0 :(得分:3)
您永远不应该在输入事件处理程序中放置绘图调用。那是你的主要问题。另一个问题是 - 似乎 - 你把OpenGL混淆为一个场景图。
OpenGL是一个绘图API,无论如何都不会回忆起场景。在输入处理程序中,您可以设置一些变量,发出重绘事件,然后在绘图事件处理程序中根据这些变量进行渲染。作为状态机绘图API的OpenGL也意味着没有明确的初始化阶段。像setGL
这样的函数没有任何意义。你在setGL
中所做的事实际上属于绘图功能。这包括设置视口和投影矩阵!
void CView::drawGL(GLvoid)
{
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
glClearDepth(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(…);
glMatrixMode(GL_PROJECTION);
set_projection_matrix(…);
// light source configuration ##################
glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); // gluLookAt expects to work from a identity matrix.
gluLookAt(0.f,0.f,1.f, 0.f,0.f,0.f, 0.f,1.f,0.f);
GLfloat light0_diffuse[] = {0.5, 0.5, 1.0};
GLfloat light0_specular[] = {1.0, 1.0, 1.0, 1.0};
GLfloat light0_spot_direction[] = {1,1,1,0};
GLfloat light1_diffuse[] = {1.0f, 0.3f, 0.3f};
GLfloat light1_specular[] = {1.0f, 0.8f, 0.8f, 1.0f};
GLfloat light1_shiniess[] = {50.0};
GLfloat light1_pos[] = {m.x, m.y, m.z};
glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light0_specular);
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, light0_spot_direction);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light1_diffuse);
glLightfv(GL_LIGHT1, GL_SPECULAR, light1_specular);
glLightfv(GL_LIGHT1, GL_SHININESS, light1_shiniess);
glLightfv(GL_LIGHT1, GL_POSITION, light1_pos);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
// draw
glColor3f(1.f, 1.f, 1.f);
glPushMatrix();
glTranslatef(m.x, m.y, m.z);
glutSolidSphere(0.25f, 120, 120);
glPopMatrix();
glBegin(GL_TRIANGLES);
glVertex3f(-0.5f, 0.5f, -0.5f);
glVertex3f(0.0f, 0.0f, -0.5f);
glVertex3f(-1.0f, 0.0f, -0.5f);
m.calculateNormal(-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -0.5f, -1.0f, 0.0f, -0.5f);
glNormal3f(m.normalX, m.normalY, m.normalZ);
glBegin(GL_TRIANGLES);
glVertex3f(0.5f, 0.5f, -1.0f);
glVertex3f(0.0f, 0.0f, -1.0f);
glVertex3f(1.0f, 0.0f, -1.0f);
m.calculateNormal(0.5f, 0.5f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, -1.0f);
glNormal3f(m.normalX, m.normalY, m.normalZ);
glEnd();
// swap buffer
SwapBuffers(m_hDC);
}
对glLight…
的调用发生在当前设置状态的上下文中(最重要的是灯光是模型视图矩阵)。光位置乘以模型视图矩阵。如果您使用gluLookAt
,则glLightfv(GL_LIGHT<n>, GL_POSITION, …)
的调用必须在gluLookAt
之后和绘制照明几何体之前进行。
答案 1 :(得分:2)
void CView::OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags)
{
...
CView::OnKeyDown(nChar, nRepCnt, nFlags);
}
这不是一个无限的递归调用?你的编译器不是在警告你吗?