我为Mac OS X 10.5及更高版本编写了一个OpenGL屏幕保护程序,它显示了使用行进立方体构建的旋转心脏。它在我的黑色13.3“开发Macbook上运行Snow Leopard(10.6)时效果很好,漂亮而有光泽。
但是当我在较新的Macbook Pro上试用它但运行豹子(10.5)时,心脏没有光泽。它看起来好像只用环境光/漫射光照亮,但没有镜面光。就好像我已经将灯光的镜面反射分量设置为0.较新的Macbook有一个Nvidia显卡。运行10.6的旧版本有一台Intel XMA3100。
这是我的OpenGL初始化代码。使用行进立方体创建心脏,我也在计算法线向量。
- (void)setUpOpenGL { [[glView openGLContext] makeCurrentContext]; // Synchronize buffer swaps with vertical refresh rate GLint swapInterval = 1; [[glView openGLContext] setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval]; glShadeModel(GL_SMOOTH); glClearDepth(1.0); glClearColor (0.0, 0.0, 0.0, 0.0); glEnable(GL_DEPTH_TEST); // Light GLfloat ambient_light[] = { 0.2f, 0.2f, 0.2f, 1.0f }; GLfloat diffuse_light[] = { 1.0f, 1.0f, 1.0f, 1.0f }; GLfloat specular_light[] = { 1.0f, 1.0f, 1.0f, 1.0f }; GLfloat position_light[] = { 0.0f, 0.0f, -1.0f, 0.0f }; glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_light); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse_light); glLightfv(GL_LIGHT0, GL_SPECULAR, specular_light); glLightfv(GL_LIGHT0, GL_POSITION, position_light); // Material glEnable(GL_COLOR_MATERIAL); glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE); GLfloat mat_ambient[] = {0.7, 0.0, 0.0, 1.0}; GLfloat mat_diffuse[] = { 0.7, 0.0, 0.0, 1.0 }; GLfloat mat_specular[] = { 0.0, 0.0, 0.0, 0.0 }; GLfloat mat_shininess[] = { 100.0 }; glColor3f(1.0, 0.0, 0.0); glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); // Copy isosurface vertices to graphics array glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glVertexPointer(3, GL_FLOAT, 0, [marchingCubes vertices]); glNormalPointer(GL_FLOAT, 0, [marchingCubes normals]); }
实际绘图代码如下所示:
- (void)drawRect:(NSRect)rect { [super drawRect:rect]; [[glView openGLContext] makeCurrentContext]; glDrawBuffer(GL_BACK); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Adjust viewpoint to give heart beat effect glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0, radius, 2*radius/3, 0, 0, 0, 0, 0, 1); // Adjust rotation to make heart spin glRotatef(rotation, 0.0f, 0.0f, 1.0f); // Draw heart glDrawArrays(GL_TRIANGLES, 0, [marchingCubes vertexCount]/3); glFlush(); [[glView openGLContext] flushBuffer]; // Rotate and scale a bit rotation += 1.0f; radius = 4.0 + 0.25*sin(rotation/4); }
为什么镜面反射光差异?某些显卡根本不支持高光照明吗?任何指针都非常感激。
答案 0 :(得分:1)
GL_SPECULAR(和其他颜色)的默认值为{ 0.0,0.0,0.0,1.0 }
GLfloat mat_specular[] = { 0.0, 0.0, 0.0, 1.0 };
您也可以在设置功能结束时执行以下操作:1。优化绘图; 2.仔细检查在设置时是否实际将光照应用于正面。
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);