来自对象的Opengl Lightning

问题描述

我想从一个物体(在我的情况下是球体,上面是一个带有手柄和球体的杆子)上吸引一些光。

光线也应该吸引其他物体,但正如我所提到的,它只能来自唯一的球体。

目前,我只获得环境光。

我将L键设置为显示闪电,但是当我按下该键时,它仅显示环境光(使场景变暗)。

这是代码

    /// Lights 
    float ambientLight[4] = { 0.35f,0.35f,1.0f }; // colour
    float ambientLightOff[4] = { 0.0f,0.0f,1.0f }; // colour
    
    float sunLightPos[4] = { 6.f,15.5f,5.0f,0.0f }; // distant above
    float sunLightDif[4] = { 0.8f,0.8f,0.8f };
    float sunLightSpec[4] = { 0.8f,0.8f }; // colour
    float sunLightAmb[4] = { 0.1f,0.1f,0.0f }; // colour
    
    
    // materials 
    
    
    float   wooddif1[] = { 0.647059f,0.164706f,1.0f };
    float   woodamb1[] = { 0.41f,1.0f };
    float   woodspe1[] = { 0.547059f,0.364706f,0.264706f,1.0f };
    float   woodshiny1 = 60;
    
    bool shownormals = TRUE;
    bool lighting = false;
    bool texture = false;
    bool ambientlighting = true;
    bool sunlighting = false;
    bool buildinglighting = false;
    static GLfloat  lightIntensity = 0.5;
    bool whereLights = true;

    void drawpole()
    
    {
        
        glColor3f(0.5f,0.05f);
        glTranslatef(0,1,0);
        drawCylinder3();
        glColor3f(0.5f,0);
        drawCylinder3();
    
        glPushmatrix();
        //glTranslatef(light2Pos[0],light2Pos[2]);
        //glTranslatef(25,13);
        glColor3f(0.3,0.4,0.1);
        if (lighting) { setMaterial(4); }
    
        drawSphere();
        glPopMatrix();
        
        
    }

 void setLights()
    {
        if (lighting)
        {
            glEnable(GL_LIGHTING);
            glEnable(GL_norMALIZE);
            //setShademodel();
        }
        else gldisable(GL_LIGHTING);
        if (sunlighting)
        {
        }
        else gldisable(GL_LIGHT0);
        //if (buildinglighting)

        if (ambientlighting)
        {
        }
        else
        {
        }
    }
    void drawLightPlaces()
    {
        //draw the lights at position

        gldisable(GL_LIGHTING);
        if (lighting) glEnable(GL_LIGHTING);
    }

编辑(与评论有关)。

void drawpole()

    {

        glColor3f(0.5f,0);
        drawCylinder3();

        glPushmatrix();
        glColor3f(0.5f,0.05f);
        if (buildinglighting) {
            gldisable(GL_LIGHTING);
            
            glColor3f(1.0,1.0,1.0);
            setMaterial(4);
        }
        

        drawSphere();
        glPopMatrix();

    }
   
    void setLights()
    {
        if (lighting)
        {
            glEnable(GL_LIGHTING); 

        }
       else gldisable(GL_LIGHTING);


        if (sunlighting)
        {
            sunlighting;
        }
        else gldisable(GL_LIGHT0);
        
        
        if (buildinglighting)
        {
           // glLightfv(GL_LIGHT0,GL_POSITION,light_position);
            //gllightmodeli(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
            glShadeModel(GL_SMOOTH);
            glEnable(GL_LIGHTING);
            glEnable(GL_LIGHT0);
            //glEnable(GL_DEPTH_TEST);
            


        }
        if (ambientlighting)
        {
            glEnable(GL_LIGHTING);
            
            glEnable(GL_COLOR_MATERIAL);
            glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE);
            glEnable(GL_norMALIZE);
            setShademodel();
            //gldisable(GL_LIGHTING);
        }
        else 
        {
        }
    }


float   wooddif1[] = { 0.647059f,1.0f };
float   woodamb1[] = { 0.41f,1.0f };
float   woodspe1[] = { 0.547059f,1.0f };
float   woodshiny1 = 60;

    void setMaterial(int m) // 1=plane 2= 3=ground 4=wood 5=roof 6=wood2 7=
    {
        if (m == 1)
        {
            glMaterialfv(GL_FRONT,GL_AMBIENT,woodamb1);
            glMaterialfv(GL_FRONT,GL_DIFFUSE,wooddif1);
            glMaterialfv(GL_FRONT,GL_specular,woodspe1);
            glMaterialf(GL_FRONT,GL_SHINInesS,woodshiny1);
        }
        if (m == 2) //  2
        {
        }
    }


    

解决方法

一个疯狂的猜测:您的代码中(至少在发布的部分中)缺少glEnable(GL_LIGHT0)

以防万一,glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);可能对确保背面三角形点亮也很有用。

在那之后,应该对GL_SHININESS和GL_SPECULAR参数进行调整以获得这种突出显示。