我将帮助您了解 OpenGL 中闪电的基础知识...首先您需要启用和设置您的灯光,所以,这里有一些示例:
void setlight(){
//here you set the lights and parameters, example with one light
float LightAmbient[] = { 0.1f, 0.1f, 0.05f, 1.0f };
float LightEmission[] = { 1.0f, 1.0f, 0.8f, 1.0f };
float LightDiffuse[] = { 1.0f, 1.0f, 0.8f, 1.0f };
float LightSpecular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
float LightDirection[]={-0.5f, -0.5f, -0.5f};
glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, LightSpecular);
glLightfv(GL_LIGHT0, GL_POSITION, LightDirection);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
void setmaterial(){
//here you set materials, you must declare each one of the colors global or locally like this:
float MatAmbient[] = { 0.1f, 0.1f, 0.1f, 1.0f };
float MatDiffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
float MatSpecular[] = { 0.1f, 0.1f, 0.0f, 0.1f };
float MatShininess = 60;
float black[] = {0.0f,0.0f,0.0f,1.0f};
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, MatAmbient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MatDiffuse);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, MatSpecular);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, MatShininess);
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
}
void render(){
//your render function
//clean buffers, set viewport, projection, lookat, etc...
. . .
//set light and materials
setlight();
setmaterial();
//draw your stuff
. . .
glutSwapBuffers();
}
现在,如果您需要为不同的对象设置不同的材质来绘制,您必须在绘制它们之前为每个对象设置材质......例如:
for(int i=0; i<num_objetcs; i++){
setmaterial(i);
drawobject(i);
}
当然,你必须修改我之前写的……你只需要设置灯光,然后为每个对象设置它们的材质,然后一个一个地绘制。您必须修改“setmaterial”函数以获取材料参数,我想您知道其余部分该怎么做......祝你好运!