如何使OpenGL光定向?
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【中文标题】如何使OpenGL光定向?【英文标题】:How to make OpenGl Light Directional? 【发布时间】:2021-01-14 02:29:59 【问题描述】:我编写这段代码是为了在 y 方向上发出红灯。我希望它看起来像聚光灯。它是红色的,但它无处不在,而不仅仅是 y 方向。知道要改变什么让它看起来像聚光灯吗?
glEnable(GL_LIGHT1);
GLfloat ambient1[] = 0.7f, 0.0f, 0.0f, 1.0f ;
glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1);
GLfloat diffuse1[] = 1.0, 0.0, 0.0, 1.0 ;
glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1);
GLfloat specular1[] = 1.0f, 1.0f, 1.0f, 1.0f ;
glLightfv(GL_LIGHT1, GL_SPECULAR, specular1);
GLfloat light_position1[] = 0.0f, 0.0f, 0.2f, 0.0f ;
glLightfv(GL_LIGHT1, GL_POSITION, light_position1);
GLfloat spotCUtOff[] = 10.0f ;
glLightfv(GL_LIGHT1, GL_SPOT_CUTOFF, spotCUtOff);
GLfloat SPOTDIRECTION[] = 0.0f, 2.0f, 0.0f ;
glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, SPOTDIRECTION);
GLfloat SPOTEXPONENT[] = 2.0f ;
glLightfv(GL_LIGHT1, GL_SPOT_EXPONENT, SPOTEXPONENT);
【问题讨论】:
【参考方案1】:您的指数和截止值太低。 GL_SPOT_CUTOFF
指定光线分布的角度,GL_SPOT_EXPONENT
指定截止后光线消散的强度。
为了获得合理的聚光灯效果,您应该尝试提高这些值:
GLfloat spotExp = 20.0;
glLightf(GL_LIGHT1, GL_SPOT_EXPONENT, spotExp);
GLfloat spotCutoff = 60.0;
glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, spotCutoff);
这是一个改编自 Mark J. Kilgard here 的示例的 MCVE:
#include <string.h>
#include <stdlib.h>
#include <stdio.h>
#include <GL/glut.h>
static void
Init(void)
glMatrixMode(GL_PROJECTION);
glFrustum(-1, 1, -1, 1, 2, 6);
glMatrixMode(GL_MODELVIEW);
glTranslatef(0.0, 0.0, -3.0);
glRotatef(45.0, 1, 0, 0);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT1);
GLfloat ambient1[] = 0.7f, 0.0f, 0.0f, 1.0f ;
glLightfv(GL_LIGHT1, GL_AMBIENT, ambient1);
GLfloat diffuse1[] = 1.0, 0.0, 0.0, 1.0 ;
glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse1);
GLfloat specular1[] = 1.0f, 1.0f, 1.0f, 1.0f ;
glLightfv(GL_LIGHT1, GL_SPECULAR, specular1);
GLfloat light_position1[] = 0.0f, 0.0f, 0.2f, 0.0f ;
glLightfv(GL_LIGHT1, GL_POSITION, light_position1);
GLfloat spotExp = 20.0;
glLightf(GL_LIGHT1, GL_SPOT_EXPONENT, spotExp);
GLfloat spotCutoff = 60.0;
glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, spotCutoff);
static void
drawPlane(int w, int h)
int i, j;
float dw = 1.0 / w;
float dh = 1.0 / h;
glNormal3f(0.0, 0.0, 1.0);
for (j = 0; j < h; ++j)
glBegin(GL_TRIANGLE_STRIP);
for (i = 0; i <= w; ++i)
glVertex2f(dw * i, dh * (j + 1));
glVertex2f(dw * i, dh * j);
glEnd();
static void
Draw(void)
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glPushMatrix();
glTranslatef(0,1.25,0);
float light_pos[4] = 0,0,0,1;
glLightfv(GL_LIGHT1, GL_POSITION, light_pos);
float light_dir[3] = 0,-1,0;
glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, light_dir);
glPopMatrix();
glPushMatrix();
glRotatef(-90.0, 1, 0, 0);
glScalef(1.9, 1.9, 1.0);
glTranslatef(-0.5, -0.5, 0.0);
drawPlane(16, 16);
glPopMatrix();
glFlush();
int
main(int argc, char **argv)
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE);
glutCreateWindow("spotlight");
Init();
glutDisplayFunc(Draw);
glutMainLoop();
return 0;
【讨论】:
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