这可能是一个非常简单的问题,我只是不明白。我想在立方体上照明,但有些面有不同的颜色。以下代码生成一个没有光照但只有一个黑色面的立方体:
private float[] lightAmbient = { 1.0f, 1.0f, 1.0f, 1.0f };
private float[] lightDiffuse = { 1.0f, 1.0f, 1.0f, 1.0f };
private float[] lightPosition = { 0.0f, 0.0f, 3.0f, 1.0f};
float matAmbient[] = new float[] { 0.3f, 0.3f, 0.3f, 1.0f };
float matDiffuse[] = new float[] { 0.6f, 0.6f, 0.6f, 1.0f };
private FloatBuffer vertexBuffer;
private FloatBuffer normalBuffer;
private FloatBuffer colorBuffer;
float vertices[] = new float[] {
// FRONT
-0.5f, -0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
// BACK
-0.5f, -0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
// LEFT
-0.5f, -0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
-0.5f, -0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
// RIGHT
0.5f, -0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
0.5f, -0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
// TOP
-0.5f, 0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
-0.5f, 0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
// BOTTOM
-0.5f, -0.5f, 0.5f,
-0.5f, -0.5f, -0.5f,
0.5f, -0.5f, 0.5f,
0.5f, -0.5f, -0.5f,
};
float colors[] = new float[] {
// FRONT
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
// BACK
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
// LEFT
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
// RIGHT
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
// TOP
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
// BOTTOM
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
};
float normals[] = new float[] {
// FRONT
0f, 0f, 1f,
0f, 0f, 1f,
0f, 0f, 1f,
0f, 0f, 1f,
// BACK
0f, 0f, -1f,
0f, 0f, -1f,
0f, 0f, -1f,
0f, 0f, -1f,
// LEFT
-1f, 0f, 0f,
-1f, 0f, 0f,
-1f, 0f, 0f,
-1f, 0f, 0f,
// RIGHT
1f, 0f, 0f,
1f, 0f, 0f,
1f, 0f, 0f,
1f, 0f, 0f,
// TOP
0f, 1f, 0f,
0f, 1f, 0f,
0f, 1f, 0f,
0f, 1f, 0f,
// BOTTOM
0f, -1f, 0f,
0f, -1f, 0f,
0f, -1f, 0f,
0f, -1f, 0f
};
...
gl.glEnable(GL10.GL_LIGHTING);
gl.glEnable(GL10.GL_LIGHT0);
gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, matAmbient, 0);
gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, matDiffuse, 0);
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, lightAmbient, 0);
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, lightDiffuse, 0);
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, lightPosition, 0);
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glDepthFunc(GL10.GL_LEQUAL);
gl.glEnable(GL10.GL_CULL_FACE);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glEnable(GL10.GL_COLOR_MATERIAL);
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
gl.glClearDepthf(1.0f);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glNormalPointer(GL10.GL_FLOAT, 0, normalBuffer);
gl.glEnableClientState(GL10.GL_NORMAL_ARRAY);
gl.glColorPointer(4, GL10.GL_FLOAT, 0, colorBuffer);
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
}
public GLScreen(Context context) {
super(context);
this.setRenderer(this);
this.requestFocus();
vertexBuffer = makeFloatBuffer(vertices);
normalBuffer = makeFloatBuffer(normals);
colorBuffer = makeFloatBuffer(colors);
}
float xrot = 0.0f;
float yrot = 0.0f;
@Override
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
GLU.gluLookAt(gl, 0, 0, 3, 0, 0, 0, 0, 1, 0);
gl.glRotatef(xrot, 1, 0, 0);
gl.glRotatef(yrot, 0, 1, 0);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 4, 4);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 8, 4);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 12, 4);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 16, 4);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 20, 4);
xrot += 1.0f;
yrot += 0.5f;
}
取消注释 glEnable(GL10.GL_COLOR_MATERIAL) 会导致没有黑色面的发光立方体。我怎样才能得到一个黑色的发光立方体?