独自幸福快乐勇士内讧后杜兰特要来湖人她已经喊爱詹姆斯依依不舍孤独
每个物体在不同的环境在会有不同的视觉效果。为了使效果更加真实需要增加特殊效果。
例8:绘制三个互相重叠的矩形,这三个矩形从左到右分别为绿、红、蓝。其中红色、蓝色矩形的透明度分别为50%的透明度,即alpha值为0.5,如图九所示。
#include stdlib.h
#include GL/glut.h
void myInit(void)
{
glClearColor(0.2,0.8,0.8,0.0);//将背景设置为湖蓝色
glEnable(GL_BLEND);//激活GL_BLEND
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);//指定像素的数学算法
glEnable(GL_FLAT);
}
void myDisplay(void)
{
glClear(GL_COLOR_BUFFER_BIT);
/*绘制一个绿色的矩形 alpha = 1.0*/
glColor4f(0.0,1.0,0.0,1.0);
glBegin(GL_POLYGON);
glVertex3f(-0.75,0.5,0.0);
glVertex3f(-0.75,-0.75,0.0);
glVertex3f(0.5,-0.75,0.0);
glVertex3f(0.5,0.5,0.0);
glEnd();
/*绘制一个红色的矩形 alpha = 0.5*/
glColor4f(1.0,0.0,0.0,0.5);
glBegin(GL_POLYGON);
glVertex3f(-0.25,1.0,0.0);
glVertex3f(-0.25,-0.25,0.0);
glVertex3f(1.0,-0.25,0.0);
glVertex3f(1.0,1.0,0.0);
glEnd();
/*绘制一个蓝色的矩形 alpha = 0.5*/
glColor4f(0.0,0.0,1.0当地时间30日下午4时许,0.5);
glBegin(GL_POLYGON);
glVertex3f(0.25,1.5,0.0);
glVertex3f(0.25,0.25,0.0);
glVertex3f(1.5,0.25,0.0);
glVertex3f(1.5,1.5,0.0);
glEnd();
glFlush();
}
void myReshape(int w,int h)
{
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if(wh)
glOrtho(-1.5,1.5,-1.5*(GLfloat)h/(GLfloat)w,1.5*(GLfloat)h/(GLfloat)w,-1.5,1.5);
else
glOrtho(-1.5*(GLfloat)w/(GLfloat)h,1.5*(GLfloat)w/(GLfloat)h,-1.5,1.5,-1.5,1.5);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(-0.4,0.0,0.0);
}
int main(int argc,char ** argv)
{
/*初始化*/
glutInit(argc,argv);
glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB);
glutInitWindowSize(300,400);
glutInitWindowPosition(200,200);
/*创建窗口*/
glutCreateWindow("BLEND POLYGON");
/*绘制与显示*/
myInit();
glutReshapeFunc(myReshape);
glutDisplayFunc(myDisplay);
/*进入GLUT事件处理循环*/
glutMainLoop();
return(0);
}
图九:三个互相重叠的矩形
·glBlendFunc(GLenum sfactor,GLenum dfactor) 指定像素算法。sfactor指定红,绿,蓝及alpha源混合因素是如何计算的。dfactor指定红,绿,蓝及alpha目标混合因素是如何计算的。
例9:绘制一个被雾化的圆锥体,如图十所示,为了观察不同的雾化参数,程序中加入了键盘操作。"shift+1"," shift+2"键分别增加和减弱雾化浓度,"shift+3"设置雾化的起始点和终止点,"shift+4"和"shift+5"键改变雾化方程,"shift+6"将雾化颜色由白改为绿色,如图十一所示。
#include stdlib.h
#include GL/glut.h
GLfloat light_ambient[] = {0.1,0.1,0.1,0.0};
GLfloat light_diffuse[] = {1.0,1.0,1.0,0.0};
GLfloat light_specular[] = {1.0,1.0,1.0,0.0};
GLfloat light_position[] = {-10.0,0.0,5.0,0.0};
GLfloat material_ambient[] = {0.1745,0.01175,0.01175};
GLfloat material_diffuse[] = {0.61424,0.04136,0.04136};
GLfloat material_specular[] = {0.727811,0.626959,0.62659};
GLfloat fogColorWhite[] = {1.0,1.0,1.0,1.0};
GLfloat fogColorGreen[] = {0.0,1.0,0.0,1当前应高度重视投资效益和经济增长质量我的钢铁.0};
float fogDensity = 0.02;
void myInit(void)
{
/*设置背景色*/
glClearColor(0.5,0.5,0.5,1.0);
/*设置光照*/
glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);
glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse);
glLightfv(GL_LIGHT0,GL_SPECULAR,light_specular);
glLightfv(GL_LIGHT0,GL_POSITION,light_position);
/*设置材质*/
glMaterialfv(GL_FRONT,GL_AMBIENT,material_ambient);
glMaterialfv(GL_FRONT,GL_DIFFUSE,material_diffuse);
glMaterialfv(GL_FRONT,GL_SPECULAR,material_specular);
glMaterialf(GL_FRONT,GL_SHININESS,0.6*128);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
glFrontFace(GL_CW);
/*设置雾化*/
glEnable(GL_FOG);
glFogi(GL_FOG_MODE,GL_LINEAR);
glFogfv(GL_FOG_COLOR,fogColorWhite);
glFogf(GL_FOG_DENSITY,fogDensity);
glFogf(GL_FOG_START,0.0);
glFogf(GL_FOG_END,15.0);
glHint(GL_FOG_HINT,GL_DONT_CARE);
}
/*根据不同的键值设置不同的雾化效果*/
static void myKey(unsigned char key,int x,int y)
{
switch(key)
{
case 33: //shift+1
fogDensity *= 1.10;
glFogi(GL_FOG_MODE,GL_EXP);
glFogf(GL_FOG_DENSITY,fogDensity);
glutPostRedisplay();
break;
case 64: //shift+2
fogDensity /= 1.10;
glFogi(GL_FOG_MODE,GL_EXP);
glFogf(GL_FOG_DENSITY,fogDensity);
glutPostRedisplay();
break;
case 35: //shift+3
glFogi(GL_FOG_START,0.0);
glFogi(GL_FOG_END,8.0);
glutPostRedisplay();
break;
case 36: //shift+4
glFogi(GL_FOG_MODE,GL_EXP2);
glutPostRedisplay();
break;
case 37: //shift+5
glFogi(GL_FOG_MODE,GL_LINEAR);
glutPostRedisplay();
break;
case 94: //shift+6
glFogfv(GL_FOG_COLOR,fogColorGreen);
glutPostRedisplay();
break;
case 27: //Esc
exit(0);
default:
break;
}
}
/*绘制圆锥体*/
void myDisplay(void)
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(-4.0,4.0,0.0);
glRotatef(30.0,1.0,1.0,0.0);
glutSolidCone(1.0,50.0,20.0,20.0);
glPopMatrix();
glutSwapBuffers();
}
void myReshape(int w,int h)
{
glViewport(0,0,(GLsizei)w,(GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(100.0,1.0,1.0,20.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0,0.0,-15.5);
}
int main(int argc,char ** argv)
{
/*初始化*/
glutInit(argc,argv);
glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH);
glutInitWindowSize(300,300);
glutInitWindowPosition(100,100);
/*创建窗口*/
glutCreateWindow(" FOG ");
/*绘制与显示*/
myInit();
glutKeyboardFunc(myKey);
glutReshapeFunc(myReshape);
glutDisplayFunc(myDisplay);
/*进入GLUT事件处理循环*/
glutMainLoop();
return 0;
}
图十:被雾化的圆锥体
·glFog指定雾化参数。后面不同的字母表明参数的数据类型。f表示float,i表示integer,v表示vector,也就是表明一个指针。
GL_FOG_MODE是一个单值整数或浮点数,该数值指定了用来计算雾化融合因子f的方程。
GL_DENSITY 是一个单值整数或浮点数,该值指定雾化浓度。
GL_FOG_START 是一个单值整数或浮点数,该值指定雾化的起始值。
GL_FOG_END是一个单值整数或浮点数,该值指定雾化的终止值。
GL_FOG_INDEX是一个单值整数或浮点数,该值指定雾化索引值if,缺省的雾化索引值为0.0。
GL_FOG_COLOR包含4个整数值或浮点数值,这些数值指定的是雾化颜色Cf,整数值进行线性映射。
·glHint指定实现的线索。本例中GL_FOG_HINT指定雾化计算精度。GL_DONT_CARE指对选项不做考虑。
图十一:雾化为绿色的圆锥体
本例中还涉及到键盘操作,glutKeyboardFun。此函数注册当前窗口的键盘回调函数。因为这不是本节的主要内容,我们只简单提一下。此函数的原形为void glutKeyboardFunc (void(*func)(unsigned char key,int x,int y))所以我们自己写的回调函数必须按照原形上规定的写。查看本文来源
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