这是根据徐明亮《OpenGL游戏编程》书上光灯一节的一个例子改编的.从这个例子可以学习到二次曲面的参数设置,程序中提供了两个画球的函数,一个是用三角形画出来的,一个是二次曲面构成的.你会发现,跟三角形版本不同,二次曲面要做一些设定,否则画出来的球体无法接受光照. 先上代码: ...
这是根据徐明亮《OpenGL游戏编程》书上光灯一节的一个例子改编的.
从这个例子可以学习到二次曲面的参数设置,程序中提供了两个画球的函数,一个是用三角形画出来的,一个是二次曲面构成的.
你会发现,跟三角形版本不同,二次曲面要做一些设定,否则画出来的球体无法接受光照.
先上代码:
1 using System; 2 using System.Collections.Generic; 3 using System.ComponentModel; 4 using System.Data; 5 using System.Draget='_blank'>wing; 6 using System.Linq; 7 using System.Text; 8 using System.Windows.Forms; 9 using SharpGL; 10 11 namespace light2 12 { 13 /// <summary> 14 /// 原创文章,出自"博客园, 猪悟能'S博客" : http://www.cnblogs.com/hackpig/ 15 /// </summary> 16 public partial class SharpGLForm : Form 17 { 18 private float rotation = 0.0f; 19 float m_bReadX, m_bReadY; 20 float m_bGreenX, m_bGreenY; 21 float m_bBlueX, m_bBlueY; 22 23 //3个光源位置 24 float[] lightPosR = new float[] { 0f, 0f, 2f, 1f }; 25 float[] lightPosG = new float[] { 0f, 0f, 2f, 1f }; 26 float[] lightPosB = new float[] { 0f, 0f, 2f, 1f }; 27 28 //3个光源漫射光 29 float[] diffLightR = { 1f, 0f, 0f, 1f }; 30 float[] diffLightG = { 0f, 1f, 0f, 1f }; 31 float[] diffLightB = { 0f, 0f, 1f, 1f }; 32 33 //定义3个光源我镜面光 34 float[] specLightR = { 1f, 0f, 0f, 1f }; 35 float[] specLightG = { 0f, 1f, 0f, 1f }; 36 float[] specLightB = { 0f, 0f, 1f, 1f }; 37 38 //默认的光源, 灰色光源,用于默认照明 39 float[] defDiffLight = new float[] { 0.8f, 0.8f, 0.8f, 1f }; 40 float[] defSpecLight = new float[] { 1f, 1f, 1f, 1f }; 41 float[] defLightPos = new float[] { 0f, 0f, 10f, 1f }; 42 43 44 45 public SharpGLForm() 46 { 47 InitializeComponent(); 48 } 49 50 private void openGLControl_OpenGLDraw(object sender, PaintEventArgs e) 51 { 52 OpenGL gl = openGLControl.OpenGL; 53 gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT); 54 gl.LoadIdentity(); 55 gl.Rotate(rotation, 0.0f, 1.0f, 0.0f); 56 57 draw(gl); 58 rotation += 3.0f; 59 60 update(gl); 61 } 62 63 void update(OpenGL gl) 64 { 65 gl.Enable(OpenGL.GL_LIGHT1); 66 m_bReadX += 16; 67 m_bReadY += 12; 68 gl.Enable(OpenGL.GL_LIGHT2); 69 m_bGreenX += 10; 70 m_bGreenY += 6; 71 gl.Enable(OpenGL.GL_LIGHT3); 72 m_bBlueX += 2; 73 m_bBlueY += 4; 74 } 75 76 void draw(OpenGL gl) 77 { 78 gl.PushMatrix(); 79 //旋转红光 80 gl.Rotate(m_bReadX, 1f, 0f, 0f); 81 gl.Rotate(m_bReadY, 0f, 1f, 0f); 82 //设置红光的位置 83 gl.Light(OpenGL.GL_LIGHT1, OpenGL.GL_POSITION, lightPosR); 84 //绘制光球 85 gl.Translate(lightPosR[0], lightPosR[1], lightPosR[2]); 86 gl.Color(1f, 0f, 0f); 87 gl.PushAttrib(OpenGL.GL_LIGHTING_BIT); 88 gl.Disable(OpenGL.GL_LIGHTING); 89 drawSphere(gl,lightPosR[0], lightPosR[1], lightPosR[2],0.2f,10,10,false); 90 gl.Enable(OpenGL.GL_LIGHTING); 91 gl.PopAttrib(); 92 gl.PopMatrix(); 93 94 95 gl.PushMatrix(); 96 //旋转绿光 97 gl.Rotate(m_bGreenX, 1f, 0f, 0f); 98 gl.Rotate(m_bGreenY, 0f, 1f, 0f); 99 //设置绿光的位置100 gl.Light(OpenGL.GL_LIGHT2, OpenGL.GL_POSITION, lightPosG);101 //绘制光球102 gl.Translate(lightPosG[0], lightPosG[1], lightPosG[2]);103 gl.Color(0f, 1f, 0f);104 gl.PushAttrib(OpenGL.GL_LIGHTING_BIT);105 gl.Disable(OpenGL.GL_LIGHTING);106 drawSphere(gl, lightPosG[0], lightPosG[1], lightPosG[2], 0.2f, 10, 10 ,false);107 gl.Enable(OpenGL.GL_LIGHTING);108 gl.PopAttrib();109 gl.PopMatrix();110 111 112 gl.PushMatrix();113 //旋转蓝光114 gl.Rotate(m_bBlueX, 1f, 0f, 0f);115 gl.Rotate(m_bBlueY, 0f, 1f, 0f);116 //设置蓝光的位置117 gl.Light(OpenGL.GL_LIGHT3, OpenGL.GL_POSITION, lightPosB);118 //绘制光球119 gl.Translate(lightPosB[0], lightPosB[1], lightPosB[2]);120 gl.Color(0f, 0f, 1f);121 gl.PushAttrib(OpenGL.GL_LIGHTING_BIT);122 gl.Disable(OpenGL.GL_LIGHTING);123 drawSphere(gl, lightPosB[0], lightPosB[1], lightPosB[2], 0.2f, 10, 10,false);124 gl.Enable(OpenGL.GL_LIGHTING);125 gl.PopAttrib();126 gl.PopMatrix();127 128 129 //绘制球体130 gl.PushMatrix();131 gl.Rotate(rotation, 1f, 0f, 0f);132 gl.Rotate(rotation, 0f, 1f, 0f);133 gl.Rotate(rotation, 0f, 0f, 1f);134 drawSphere(gl, 0, 0, 0, 3, 40, 40,false);135 136 gl.PopMatrix();137 138 gl.Flush();139 140 }141 142 //二次曲面球体143 void drawSphere(OpenGL gl,float x,float y,float z, double radius, int segx, int segy, bool isLines)144 {145 gl.PushMatrix();146 gl.Translate(x, y, z);147 var sphere = gl.NewQuadric();148 if (isLines)149 gl.QuadricDrawStyle(sphere, OpenGL.GL_LINES);150 else151 gl.QuadricDrawStyle(sphere, OpenGL.GL_QUADS);152 gl.QuadricNormals(sphere, OpenGL.GLU_NONE); //GLU_NONE,GLU_FLAT,GLU_SMOOTH153 gl.QuadricOrientation(sphere, (int)OpenGL.GLU_OUTSIDE); //GLU_OUTSIDE,GLU_INSIDE154 gl.QuadricTexture(sphere, (int)OpenGL.GLU_FALSE); //GL_TRUE,GLU_FALSE155 gl.Sphere(sphere, radius, segx, segy);156 gl.DeleteQuadric(sphere);157 gl.PopMatrix();158 }159 160 //球心坐标为(x,y,z),球的半径为radius,M,N分别表示球体的横纵向被分成多少份161 void drawSphere1(OpenGL gl, float xx, float yy, float zz, float radius, float M, float N,bool isLines)162 {163 const float PI = 3.1415926f;164 float step_z = (float)Math.PI / M;165 float step_xy = 2 * PI / N;166 float[] x = new float[4] { 0, 0, 0, 0 };167 float[] y = new float[4] { 0, 0, 0, 0 };168 float[] z = new float[4] { 0, 0, 0, 0 };169 170 float angle_z = 0.0f;171 float angle_xy = 0.0f;172 int i = 0, j = 0;173 gl.Begin(OpenGL.GL_QUADS);174 for (i = 0; i < M; i++)175 {176 angle_z = i * step_z;177 for (j = 0; j < N; j++)178 {179 angle_xy = j * step_xy;180 181 x[0] = (float)(radius * Math.Sin(angle_z) * Math.Cos(angle_xy));182 y[0] = (float)(radius * Math.Sin(angle_z) * Math.Sin(angle_xy));183 z[0] = (float)(radius * Math.Cos(angle_z));184 185 x[1] = (float)(radius * Math.Sin(angle_z + step_z) * Math.Cos(angle_xy));186 y[1] = (float)(radius * Math.Sin(angle_z + step_z) * Math.Sin(angle_xy));187 z[1] = (float)(radius * Math.Cos(angle_z + step_z));188 189 x[2] = (float)(radius * Math.Sin(angle_z + step_z) * Math.Cos(angle_xy + step_xy));190 y[2] = (float)(radius * Math.Sin(angle_z + step_z) * Math.Sin(angle_xy + step_xy));191 z[2] = (float)(radius * Math.Cos(angle_z + step_z));192 193 x[3] = (float)(radius * Math.Sin(angle_z) * Math.Cos(angle_xy + step_xy));194 y[3] = (float)(radius * Math.Sin(angle_z) * Math.Sin(angle_xy + step_xy));195 z[3] = (float)(radius * Math.Cos(angle_z));196 197 for (int k = 0; k < 4; k++)198 {199 gl.Vertex(xx + x[k], yy + y[k], zz + z[k]);200 }201 }202 }203 gl.End();204 }205 206 private void openGLControl_OpenGLInitialized(object sender, EventArgs e)207 {208 OpenGL gl = openGLControl.OpenGL;209 setLight(gl);210 //gl.Enable(OpenGL.GL_NORMALIZE);211 gl.ClearColor(0, 0, 0, 0);212 }213 214 private void setLight(OpenGL gl)215 {216 //0号灯光,默认灯光217 gl.Light(OpenGL.GL_LIGHT0, OpenGL.GL_DIFFUSE, defDiffLight);218 gl.Light(OpenGL.GL_LIGHT0, OpenGL.GL_SPECULAR, defSpecLight);219 gl.Light(OpenGL.GL_LIGHT0, OpenGL.GL_POSITION, defLightPos);220 221 //1号灯光222 gl.Light(OpenGL.GL_LIGHT1, OpenGL.GL_DIFFUSE, diffLightR);223 gl.Light(OpenGL.GL_LIGHT1, OpenGL.GL_SPECULAR, specLightR);224 gl.Light(OpenGL.GL_LIGHT1, OpenGL.GL_POSITION, lightPosR);225 226 //2号灯光227 gl.Light(OpenGL.GL_LIGHT2, OpenGL.GL_DIFFUSE, diffLightG);228 gl.Light(OpenGL.GL_LIGHT2, OpenGL.GL_SPECULAR, specLightG);229 gl.Light(OpenGL.GL_LIGHT2, OpenGL.GL_POSITION, lightPosG);230 231 //3号灯光232 gl.Light(OpenGL.GL_LIGHT3, OpenGL.GL_DIFFUSE, diffLightB);233 gl.Light(OpenGL.GL_LIGHT3, OpenGL.GL_SPECULAR, specLightB);234 gl.Light(OpenGL.GL_LIGHT3, OpenGL.GL_POSITION, lightPosB);235 236 gl.Enable(OpenGL.GL_LIGHTING);237 gl.Enable(OpenGL.GL_LIGHT0); //启用默认光源238 239 }240 241 private void openGLControl_Resized(object sender, EventArgs e)242 {243 OpenGL gl = openGLControl.OpenGL;244 gl.MatrixMode(OpenGL.GL_PROJECTION);245 gl.LoadIdentity();246 gl.Perspective(70.0f, (double)Width / (double)Height, 0.01, 100.0);247 gl.LookAt(-5, 5, -5, 0, 0, 0, 0, 1, 0);248 gl.MatrixMode(OpenGL.GL_MODELVIEW);249 }250 251 }252 }
原标题:SharpGL学习笔记(十三) 光源例子:环绕二次曲面球体的光源
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