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我正在尝试制作一个非常简单的 MFC OpenGL 教程。
有一个球体。而spere是光的来源(如太阳)。并且有两个三角形。根据 spere 的运动,我想让三角形变亮。
但是当我移动球体时,三角形的表面只是第一次改变。
球体的下一次运动不会改变三角形的表面。

如何跟踪灯的位置?
这是键盘处理函数。

void CView::OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags)
{
    if (nChar == VK_UP)
    {
        m.x += 0.1f;
    }
    else if (nChar == VK_DOWN)
    {
        m.y -= 0.1f;
    }
    else if (nChar == VK_LEFT)
    {
        m.x -= 0.1f;
    }
    else if (nChar == VK_RIGHT)
    {
        m.x += 0.1f;
    }
    setGL();
    DrawGL();
    CView::OnKeyDown(nChar, nRepCnt, nFlags);
}  

这些是键盘函数调用的函数。

void CView::setGL(GLvoid)           
{
    glClearColor(0.0f, 0.0f, 0.0f, 0.5f);       
    glClearDepth(1.0f); 
    glEnable(GL_DEPTH_TEST);    
    glDepthFunc(GL_LEQUAL);             
    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);

    // light source configuration ##################
    glMatrixMode(GL_MODELVIEW);
    gluLookAt(0.f,0.f,1.f, 0.f,0.f,0.f, 0.f,1.f,0.f);

    GLfloat light0_diffuse[] = {0.5, 0.5, 1.0};
    GLfloat light0_specular[] = {1.0, 1.0, 1.0, 1.0};
    GLfloat light0_spot_direction[] = {1,1,1,0};

    GLfloat light1_diffuse[] = {1.0f, 0.3f, 0.3f};
    GLfloat light1_specular[] = {1.0f, 0.8f, 0.8f, 1.0f};
    GLfloat light1_shiniess[] = {50.0};
    GLfloat light1_pos[] = {m.x, m.y, m.z};

    glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);
    glLightfv(GL_LIGHT0, GL_SPECULAR, light0_specular);
    glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, light0_spot_direction);

    glLightfv(GL_LIGHT1, GL_DIFFUSE, light1_diffuse);
    glLightfv(GL_LIGHT1, GL_SPECULAR, light1_specular);
    glLightfv(GL_LIGHT1, GL_SHININESS, light1_shiniess);
    glLightfv(GL_LIGHT1, GL_POSITION, light1_pos);

    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    glEnable(GL_LIGHT1);
}

void CView::DrawGL(void)                
{
    // clear screen and depth buffer
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 
    glLoadIdentity();
    // camera view configuration 
    gluLookAt(0.0f,0.0f,1.0f, 0.0f,0.0f,0.0f, 0.0f,1.0f,0.0f);

    // draw 
    //glColor3f(1.f, 1.f, 1.f);
    glPushMatrix();
    glTranslatef(m.x, m.y, m.z);
    glutSolidSphere(0.25f, 120, 120);

    glPopMatrix();
    glBegin(GL_TRIANGLES);
    glVertex3f(-0.5f, 0.5f, -0.5f);
    glVertex3f(0.0f, 0.0f, -0.5f);
    glVertex3f(-1.0f, 0.0f, -0.5f);

    m.calculateNormal(-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -0.5f, -1.0f, 0.0f, -0.5f);
    glNormal3f(m.normalX, m.normalY, m.normalZ);

    glBegin(GL_TRIANGLES);
    glVertex3f(0.5f, 0.5f, -1.0f);
    glVertex3f(0.0f, 0.0f, -1.0f);
    glVertex3f(1.0f, 0.0f, -1.0f);

    m.calculateNormal(0.5f, 0.5f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, -1.0f);
    glNormal3f(m.normalX, m.normalY, m.normalZ);

    glEnd();

    // swap buffer
    SwapBuffers(m_hDC);
}
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2 回答 2

3
于 2011-09-18T10:29:16.980 回答
2
void CView::OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags)
{
    ...
    CView::OnKeyDown(nChar, nRepCnt, nFlags);
}  

这怎么不是无限递归调用?你的编译器不会警告你吗?

于 2011-09-18T07:47:51.720 回答