OpenGL将在一个顶点和下一个顶点之间插入像素的颜色,但我不知道有什么方法可以让它自动插入中间顶点的值。通常,这并不是特别困难——无论如何你都不想为每个单独的顶点编写代码,所以添加计算非常简单:
class pointf {
GLfloat x, y, z;
};
std::vector<pointf> spots;
// ...
GLfloat start_blue = 1.0f;
GLfloat end_blue = 0.0f;
GLfloat start_green = 0.0f;
GLfloat end_green = 0.0f;
GLfloat start_red = 0.0f;
GLfloat end_red = 1.0f;
GLfloat size = spots.size();
glBegin(GL_POLYGON);
for (int i=0; i<spots.size(); i++) {
GLfloat red = start_red + (end_red-start_red) * i/size;
GLfloat green = start_green + (end_green-start_green) * i/size;
GLfloat blue = start_blue + (end_blue-start_blue) * i/size;
glColor3f(red, green, blue);
glVertex3f(spots[i].x, spots[i].y, spots[i].z);
}
glEnd();
但有一件事:这对每个顶点进行纯线性插值。例如,它不会尝试考虑一个顶点与下一个顶点之间的距离。我猜想如何做这样的事情的问题是(至少部分)为什么 OpenGL 不自己尝试这样做。
编辑:对于一个半球的渐变,我会尝试这样的事情:
// Blue light on the left
GLfloat blue[] = {0.0f, 0.0f, 1.0f, 1.0f};
GLfloat blue_pos[] = {-1.0f, 0.0f, -0.3f, 0.0f};
// red light on the right
GLfloat red[] = {1.0f, 0.0f, 0.0f, 1.0f};
GLfloat red_pos[] = {1.0f, 0.0f, -0.3f, 0.0f};
// turn on lighting:
glEnable(GL_LIGHTING);
glShadeModel(GL_SMOOTH);
// Set up the two lights:
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_DIFFUSE, blue);
glLightfv(GL_LIGHT0, GL_POSITION, blue_pos);
glEnable(GL_LIGHT1);
glLightfv(GL_LIGHT1, GL_DIFFUSE, red);
glLightfv(GL_LIGHT1, GL_POSITION, red_pos);
// set up the material for our sphere (light neutral gray):
GLfloat sph_mat[] = {0.8f, 0.8f, 0.8f, 1.0f};
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, sph_mat);
// Draw a sphere:
GLUquadric *q = gluNewQuadric();
gluQuadricOrientation(q, GLU_OUTSIDE);
gluQuadricDrawStyle(q, GLU_FILL);
gluQuadricNormals(q, GLU_SMOOTH);
gluSphere(q, 1.0, 64, 64);
目前,我已经完成了一个球体的外部,但做一个半球并没有太大的不同。