我想在屏幕中間畫一個旋轉的立方體,並且我希望它可以通過它上方的燈光點亮(我希望它看起來像立方體是從固定屏幕位置點亮)。我的問題是我不知道如何防止光線與立方體一起旋轉。openGL - 如何在不旋轉光線的情況下旋轉對象
下面的代碼:
(總結:initGL,paintGL和resizeGl是,你總是必須實現的功能在paintGL我使用makeCube()在makeCube()我使用在glBegin(GL_QUADS)至使用calcNormals()來計算立方體的法線)
------------- initGL -------------- ------------
angle=0.0;
glEnable (GL_DEPTH_TEST);
glEnable (GL_LIGHTING);
GLfloat LightDiffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat LightPosition[]= { 0.0f, 1.5f,1.5f, 1.0f };
glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);
glLightfv(GL_LIGHT0, GL_POSITION,LightPosition);
glEnable (GL_LIGHT0);
-------------- paintGL ---------------- -
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -13.0);
glRotatef(angle,0.0f,1.0f,0.0f);
makeCube();
angle+=0.3;
--------------空隙makeCube()-------------------
float P[8][3]={ {-1,-1, 1},{1,-1, 1},{1,1, 1},{-1,1, 1},
{-1,-1,-1},{1,-1,-1},{1,1,-1},{-1,1,-1}};
float * planes[6][4] ={ {P[0],P[1],P[2],P[3]},
{P[1],P[5],P[6],P[2]},
{P[4],P[7],P[6],P[5]},
{P[0],P[3],P[7],P[4]},
{P[3],P[2],P[6],P[7]},
{P[0],P[4],P[5],P[1]}};
int i;
for(i=0;i<6;i++){
float *normal;
normal = calcNormal(planes[i][0],planes[i][1],planes[i][2]);
glBegin(GL_QUADS);
glNormal3f(normal[0], normal[1], normal[2]);
glVertex3f(planes[i][0][0],planes[i][0][1],planes[i][0][2]);
glVertex3f(planes[i][1][0],planes[i][1][1],planes[i][1][2]);
glVertex3f(planes[i][2][0],planes[i][2][1],planes[i][2][2]);
glVertex3f(planes[i][3][0],planes[i][3][1],planes[i][3][2]);
glEnd();
}
- --------------- float * calcNormal()----------------------
float vec1[3] = {P2[0]-P1[0],P2[1]-P1[1],P2[2]-P1[2]};
float vec2[3] = {P3[0]-P2[0],P3[1]-P2[1],P3[2]-P2[2]};
float cross[3] = {vec1[1]*vec2[2]-vec2[1]*vec1[2],
vec1[2]*vec2[0]-vec2[2]*vec1[0],
vec1[0]*vec2[1]-vec2[0]*vec1[1]};
float modCross = sqrt(cross[0]*cross[0]+cross[1]*cross[1]+cross[2]*cross[2]);
cross[0]/=modCross;
cross[1]/=modCross;
cross[2]/=modCross;
return cross;
- ------------ resizeGL --------------------------
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
GLfloat x = GLfloat(width)/height;
glFrustum(-x, +x, -1.0, +1.0, 4.0, 15.0);
glMatrixMode(GL_MODELVIEW);