为什么以下代码生成的二进制文件中没有出现镜面高光?
package com.example.helloandroid;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.opengl.GLSurfaceView.Renderer;
public class TestRenderer implements Renderer {
private FloatBuffer vb;
private FloatBuffer mab, mdb, msb;
private FloatBuffer lPos;
private FloatBuffer lab, ldb, lsb;
public TestRenderer() {
vb = ByteBuffer.allocateDirect(24 * 4).order(ByteOrder.nativeOrder()).asFloatBuffer();
vb.put(new float[]{
110.0f, 240.0f,
110.0f, 190.0f,
160.0f, 240.0f,
160.0f, 190.0f,
210.0f, 240.0f,
210.0f, 190.0f,
110.0f, 290.0f,
110.0f, 240.0f,
160.0f, 290.0f,
160.0f, 240.0f,
210.0f, 290.0f,
210.0f, 240.0f});
vb.position(0);
mab = ByteBuffer.allocateDirect(4 * 4).order(ByteOrder.nativeOrder()).asFloatBuffer();
mab.put(new float[]{1.0f, 0.0f, 0.0f, 1.0f});
mab.position(0);
mdb = ByteBuffer.allocateDirect(4 * 4).order(ByteOrder.nativeOrder()).asFloatBuffer();
mdb.put(new float[]{0.0f, 1.0f, 0.0f, 1.0f});
mdb.position(0);
msb = ByteBuffer.allocateDirect(4 * 4).order(ByteOrder.nativeOrder()).asFloatBuffer();
msb.put(new float[]{0.0f, 0.0f, 1.0f, 1.0f});
msb.position(0);
lPos = ByteBuffer.allocateDirect(4 * 4).order(ByteOrder.nativeOrder()).asFloatBuffer();
lPos.put(new float[]{160.0f, 240.0f, 10.0f, 1.0f});
lPos.position(0);
lab = ByteBuffer.allocateDirect(4 * 4).order(ByteOrder.nativeOrder()).asFloatBuffer();
// THIS WORKS..
lab.put(new float[]{0.0f, 0.0f, 0.0f, 1.0f});
lab.position(0);
ldb = ByteBuffer.allocateDirect(4 * 4).order(ByteOrder.nativeOrder()).asFloatBuffer();
// SO DOES THIS..
ldb.put(new float[]{0.0f, 0.0f, 0.0f, 1.0f});
ldb.position(0);
// BUT NOT THIS
lsb = ByteBuffer.allocateDirect(4 * 4).order(ByteOrder.nativeOrder()).asFloatBuffer();
lsb.put(new float[]{1.0f, 1.0f, 1.0f, 1.0f});
lsb.position(0);
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
gl.glEnable(GL10.GL_LIGHTING);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glMaterialfv(GL10.GL_FRONT, GL10.GL_AMBIENT, mab);
gl.glMaterialfv(GL10.GL_FRONT, GL10.GL_DIFFUSE, mdb);
gl.glMaterialfv(GL10.GL_FRONT, GL10.GL_SPECULAR, msb);
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, lPos);
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, lab);
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, ldb);
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_SPECULAR, lsb);
gl.glEnable(GL10.GL_LIGHT0);
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glOrthof(0.0f, width, 0.0f, height, -1.0f, 1.0f);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glTranslatef(0.0f, 0.0f, -1.0f);
}
@Override
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vb);
gl.glNormal3f(0.0f, 0.0f, 1.0f);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 6);
gl.glDrawArrays(GL10.GL_LINE_STRIP, 6, 6);
}
}
这是我从代码中看到的内容(只有一个镜面光照组件):http: //i.imgur.com/4kvIx.png
仅使用环境照明组件:http: //i.imgur.com/80Tjx.png
只有一个漫射照明组件:http: //i.imgur.com/r5PkO.png
可能有趣的是,我调用 glOrtho 中的 zNear/zFar 参数似乎没有剪裁任何东西。我是否正确设置了场景以查看镜面高光(我确实尝试将灯光定位在顶点附近)?