我无法看到我在OpenGL中启用照明时创建的对象。我有一个从3D Max导入的对象,照明工作正常,但我的场景的其余部分没有。我知道我需要指定法线,但这似乎没有帮助。虽然如果我在我的display()函数中创建一个正常工作的简单多边形,但是在类的方法中创建并在display()函数中调用的其他多边形没有显示
这是我的照明代码
glewInit();
glClearColor(0.0,0.0,0.0,0.0);
glClear(GL_COLOR_BUFFER_BIT)
glShadeModel(GL_SMOOTH);
//light position and colour
GLfloat light_position[] = { 0.0, 0.0, 20.0,0.0 };
GLfloat white_light[] = {0.8,0.8,0.8,0.0};
GLfloat diff_light[] = {1.0,1.0,1.0,0.0};
GLfloat spec_light[] = {1.0,1.0,1.0,0.0};
glLightfv(GL_LIGHT0, GL_AMBIENT, white_light);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diff_light);
glLightfv(GL_LIGHT0, GL_SPECULAR, spec_light);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
//ambient light
GLfloat ambient[] = {0.3,0.3,0.3};
glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
//diffuse material component
GLfloat diff[] = {0.6,0.6,0.6};
glMaterialfv(GL_FRONT, GL_DIFFUSE, diff);
//specular material component
GLfloat WhiteSpec[] = {1,1,1};
glMaterialfv(GL_FRONT, GL_SPECULAR, WhiteSpec);
GLfloat shininess = 50;
glMaterialf(GL_FRONT, GL_SHININESS, shininess);
//ENABLE LIGHTING AND DEPTH TEST
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
这是创建我的海的
glColor3f(0,0,1);
glPushMatrix();
//enable texturing
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, seaTex);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
for(int i = 0, k = 0; i < (getWidth()/10); i++){
for(int j = 0; j < (getLength()/10); j++){
if(i >= Sea::waveLoc1 && i <= Sea::waveLoc1+Sea::sinArrayLength){
int nextK = k+1;
if(nextK == Sea::sinArrayLength){
nextK = 0;
}
if(i == Sea::waveLoc1+Sea::sinArrayLength){
//front of wave
glBegin(GL_POLYGON);
glNormal3f(0.0f, 1.0f, 0.0f);
glTexCoord2f(0.0, 1.0);glVertex3f(Sea::seaGrid[i][j].x, Sea::sinVals[nextK], Sea::seaGrid[i][j].z);
glTexCoord2f(0.0, 0.0);glVertex3f(Sea::seaGrid[i][j+1].x, Sea::sinVals[nextK], Sea::seaGrid[i][j+1].z);
glTexCoord2f(1.0, 0.0);glVertex3f(Sea::seaGrid[i+1][j+1].x, Sea::seaGrid[i+1][j+1].y , Sea::seaGrid[i+1][j+1].z);
glTexCoord2f(1.0, 1.0);glVertex3f(Sea::seaGrid[i+1][j].x, Sea::seaGrid[i+1][j].y, Sea::seaGrid[i+1][j].z);
glEnd();
}else{
//rest of wave
glBegin(GL_POLYGON);
glNormal3f(0.0f, 1.0f, 0.0f);
glTexCoord2f(0.0, 1.0);glVertex3f(Sea::seaGrid[i][j].x, Sea::sinVals[k], Sea::seaGrid[i][j].z);
glTexCoord2f(0.0, 0.0);glVertex3f(Sea::seaGrid[i][j+1].x, Sea::sinVals[k], Sea::seaGrid[i][j+1].z);
glTexCoord2f(1.0, 0.0);glVertex3f(Sea::seaGrid[i+1][j+1].x, Sea::sinVals[nextK], Sea::seaGrid[i+1][j+1].z);
glTexCoord2f(1.0, 1.0);glVertex3f(Sea::seaGrid[i+1][j].x, Sea::sinVals[nextK], Sea::seaGrid[i+1][j].z);
glEnd();
}
}else{
//draw flat sea
glBegin(GL_POLYGON);
glNormal3f(0.0f, 1.0f, 0.0f);
glTexCoord2f(0.0, 1.0);glVertex3f(Sea::seaGrid[i+1][j].x, Sea::seaGrid[i+1][j].y, Sea::seaGrid[i+1][j].z);
glTexCoord2f(0.0, 0.0);glVertex3f(Sea::seaGrid[i+1][j+1].x, Sea::seaGrid[i+1][j+1].y, Sea::seaGrid[i+1][j+1].z);
glTexCoord2f(1.0, 0.0);glVertex3f(Sea::seaGrid[i][j+1].x, Sea::seaGrid[i][j+1].y, Sea::seaGrid[i][j+1].z);
glTexCoord2f(1.0, 1.0);glVertex3f(Sea::seaGrid[i][j].x, Sea::seaGrid[i][j].y, Sea::seaGrid[i][j].z);
glEnd();
}
}
//increment k if i is in the area of the wave
if(k < Sea::sinArrayLength-1 && (i >= Sea::waveLoc1 && i <= Sea::waveLoc1+Sea::sinArrayLength)){
k++;
}else if(k == Sea::sinArrayLength){
k = 0;
}
}
if(Sea::waveLoc1 < 100 && Sea::waveInc == Sea::waveSpeedLimiter){
Sea::waveLoc1 +=1;
}else if(Sea::waveLoc1 >= 100){
Sea::waveLoc1 = 0;
}
//limits speed of wave
if(Sea::waveInc < Sea::waveSpeedLimiter){
Sea::waveInc++;
}else{
Sea::waveInc = 0;
}
//disable texturing
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glPopMatrix();
然后在我的display()函数中调用它,如下所示
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)screenWidth/(GLfloat)screenHeight,0.1f,1000.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
camera.updateCameraPosition(mouse_x,mouse_y,screenWidth,screenHeight);
sea.buildSeaPlane();
scene.buildEdges();
glPushMatrix();
glColor3f(0,1,0);
glTranslatef(0, 20, 200);
model.speedDisplayFaceNormals();
glPopMatrix();
glPushMatrix();
plane.updatePlanePosition();
glBegin(GL_POLYGON);
glNormal3f(0.0f, 1.0f, 0.0f);
glVertex3f(0, 25, 10);
glVertex3f(2, 25, 10);
glVertex3f(2, 25, 20);
glVertex3f(0, 25, 20);
glEnd();
glPopMatrix();
glFlush();
知道我为什么看不到这些?
更新
如果我禁用纹理,我可以看到我的大海。如何修复它以便我可以使用纹理和灯光?
更新2:
已将纹理更改为GL_MODULATE,但我还必须删除混合才能使其正常工作。我是否需要启用混合?
答案 0 :(得分:2)
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
表示用纹理效果替换照明计算。如果您希望灯光影响纹理,请使用GL_MODULATE
代替GL_REPLACE
。
编辑以添加:
如果您希望几何体是半透明的,那么您只需要混合(这就是混合通常 )。在您的情况下,代码中存在许多问题:
答案 1 :(得分:0)
尝试为整个场景添加环境光。类似的东西:
GLfloat lightColor[] = {1.0f, 1.0f, 1.0f, 1.0f};
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lightColor);
答案 2 :(得分:0)
在glMaterialfv
次调用中,颜色参数应该有4个值,而不是3.通常第4个值是1.0的alpha值。我不确定是否可以将0.0作为glLightfv
的第4个值传递。