混合:
当混合被启用时,新颜色与颜色缓冲区中的原有颜色进行混合,
glEnable(GL_BLEND);
glBlendFunc(GLenum S , Glenum D);
抗锯齿:
使用混合功能来混合片段的颜色,也就是把像素的目标颜色与周围像素的颜色进行混合,
多重采样:
glEnable(GL_MULTISAMPLE);
glDisable(GL_MULTISAMPLE);
应用雾:
void glFogi(GLenum pname , GLint param );
void glFogf(GLenum pname , GLfloat param );
void glFogiv(GLenum pname , GLint* param );
void glFogfv(GLenum pname , GLfloat* param);
glEnable(GL_FOG);
glFogfv(GL_FOG_COLOR, fLowLight ); //设置雾颜色fLowLight为颜色数组
glFogf(GL_FOG_START , 5.0f ); //雾从多远开始
glFogf(GL_FOG_END , 5.0f ); //雾从多远结束
glFogi(GL_FOG_MODE, GL_LINEAR); //使用哪种雾方程式
雾坐标:
void glFogCoordf( GLfloat fFogDistance );
累积缓冲区:
void glAccum ( GLenum op , GLfloat value );
这个缓冲区允许在渲染到颜色缓冲区之后不把结果显示在窗口上,而是把颜色缓冲区的内容复制到累积缓冲区。
// SphereWorld.c
// OpenGL SuperBible
// Demonstrates an immersive 3D environment using actors
// and a camera. This version adds lights and material properties
// and shadows.
// Program by Richard S. Wright Jr.
#include "../../shared/gltools.h" // OpenGL toolkit
#include "../../shared/glframe.h" // OpenGL Frame class
#include <math.h>
#define NUM_SPHERES 30
GLFrame spheres[NUM_SPHERES];
GLFrame frameCamera;
// Light and material Data
GLfloat fLightPos[4] = { -100.0f, 100.0f, 50.0f, 1.0f }; // Point source
GLfloat fNoLight[] = { 0.0f, 0.0f, 0.0f, 0.0f };
GLfloat fLowLight[] = { 0.25f, 0.25f, 0.25f, 1.0f };
GLfloat fBrightLight[] = { 1.0f, 1.0f, 1.0f, 1.0f };
M3DMatrix44f mShadowMatrix;
//
// This function does any needed initialization on the rendering
// context.
void SetupRC()
{
M3DVector3f vPoints[3] = {{ 0.0f, -0.4f, 0.0f },
{ 10.0f, -0.4f, 0.0f },
{ 5.0f, -0.4f, -5.0f }};
int iSphere;
glEnable(GL_MULTISAMPLE_ARB);
// Grayish background
glClearColor(fLowLight[0], fLowLight[1], fLowLight[2], fLowLight[3]);
// Clear stencil buffer with zero, increment by one whenever anybody
// draws into it. When stencil function is enabled, only write where
// stencil value is zero. This prevents the transparent shadow from drawing
// over itself
glStencilOp(GL_INCR, GL_INCR, GL_INCR);
glClearStencil(0);
glStencilFunc(GL_EQUAL, 0x0, 0x01);
// Setup Fog parameters
glEnable(GL_FOG);
glFogfv(GL_FOG_COLOR, fLowLight);
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogf(GL_FOG_START, 5.0f);
glFogf(GL_FOG_END, 30.0f);
glHint(GL_FOG_HINT, GL_NICEST);
// Cull backs of polygons
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_MULTISAMPLE_ARB);
// Setup light parameters
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, fNoLight);
glLightfv(GL_LIGHT0, GL_AMBIENT, fLowLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, fBrightLight);
glLightfv(GL_LIGHT0, GL_SPECULAR, fBrightLight);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
// Calculate shadow matrix
M3DVector4f pPlane;
m3dGetPlaneEquation(pPlane, vPoints[0], vPoints[1], vPoints[2]);
m3dMakePlanarShadowMatrix(mShadowMatrix, pPlane, fLightPos);
// Mostly use material tracking
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glMateriali(GL_FRONT, GL_SHININESS, 128);
// Randomly place the sphere inhabitants
for(iSphere = 0; iSphere < NUM_SPHERES; iSphere++)
{
// Pick a random location between -20 and 20 at .1 increments
spheres[iSphere].SetOrigin(((float)((rand() % 400) - 200) * 0.1f), 0.0, (float)((rand() % 400) - 200) * 0.1f);
}
}
///
// Draw the ground as a series of triangle strips
void DrawGround(void)
{
GLfloat fExtent = 20.0f;
GLfloat fStep = 1.0f;
GLfloat y = -0.4f;
GLfloat iStrip, iRun;
for(iStrip = -fExtent; iStrip <= fExtent; iStrip += fStep)
{
glBegin(GL_TRIANGLE_STRIP);
glNormal3f(0.0f, 1.0f, 0.0f); // All Point up
for(iRun = fExtent; iRun >= -fExtent; iRun -= fStep)
{
glVertex3f(iStrip, y, iRun);
glVertex3f(iStrip + fStep, y, iRun);
}
glEnd();
}
}
///
// Draw random inhabitants and the rotating torus/sphere duo
void DrawInhabitants(GLint nShadow)
{
static GLfloat yRot = 0.0f; // Rotation angle for animation
GLint i;
if(nShadow == 0)
yRot += 0.5f;
else
glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
// Draw the randomly located spheres
if(nShadow == 0)
glColor3f(0.0f, 1.0f, 0.0f);
for(i = 0; i < NUM_SPHERES; i++)
{
glPushMatrix();
spheres[i].ApplyActorTransform();
glutSolidSphere(0.3f, 21, 11);
glPopMatrix();
}
glPushMatrix();
glTranslatef(0.0f, 0.1f, -2.5f);
if(nShadow == 0)
glColor3f(0.0f, 0.0f, 1.0f);
glPushMatrix();
glRotatef(-yRot * 2.0f, 0.0f, 1.0f, 0.0f);
glTranslatef(1.0f, 0.0f, 0.0f);
glutSolidSphere(0.1f,21, 11);
glPopMatrix();
if(nShadow == 0)
{
// Torus alone will be specular
glColor3f(1.0f, 0.0f, 0.0f);
glMaterialfv(GL_FRONT, GL_SPECULAR, fBrightLight);
}
glRotatef(yRot, 0.0f, 1.0f, 0.0f);
gltDrawTorus(0.35f, 0.15f, 61, 37);
glMaterialfv(GL_FRONT, GL_SPECULAR, fNoLight);
glPopMatrix();
}
// Called to draw scene
void RenderScene(void)
{
// Clear the window with current clearing color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glPushMatrix();
frameCamera.ApplyCameraTransform();
// Position light before any other transformations
glLightfv(GL_LIGHT0, GL_POSITION, fLightPos);
// Draw the ground
glColor3f(0.60f, .40f, .10f);
DrawGround();
// Draw shadows first
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_STENCIL_TEST);
glPushMatrix();
glMultMatrixf(mShadowMatrix);
DrawInhabitants(1);
glPopMatrix();
glDisable(GL_STENCIL_TEST);
glDisable(GL_BLEND);
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
// Draw inhabitants normally
DrawInhabitants(0);
glPopMatrix();
// Do the buffer Swap
glutSwapBuffers();
}
// Respond to arrow keys by moving the camera frame of reference
void SpecialKeys(int key, int x, int y)
{
if(key == GLUT_KEY_UP)
frameCamera.MoveForward(0.1f);
if(key == GLUT_KEY_DOWN)
frameCamera.MoveForward(-0.1f);
if(key == GLUT_KEY_LEFT)
frameCamera.RotateLocalY(0.1f);
if(key == GLUT_KEY_RIGHT)
frameCamera.RotateLocalY(-0.1f);
// Refresh the Window
glutPostRedisplay();
}
///
// Called by GLUT library when idle (window not being
// resized or moved)
void TimerFunction(int value)
{
// Redraw the scene with new coordinates
glutPostRedisplay();
glutTimerFunc(3,TimerFunction, 1);
}
void ChangeSize(int w, int h)
{
GLfloat fAspect;
// Prevent a divide by zero, when window is too short
// (you cant make a window of zero width).
if(h == 0)
h = 1;
glViewport(0, 0, w, h);
fAspect = (GLfloat)w / (GLfloat)h;
// Reset the coordinate system before modifying
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Set the clipping volume
gluPerspective(35.0f, fAspect, 1.0f, 50.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH | GLUT_STENCIL | GLUT_MULTISAMPLE);
glutInitWindowSize(800,600);
glutCreateWindow("OpenGL SphereWorld Demo + Lights and Shadow");
glutReshapeFunc(ChangeSize);
glutDisplayFunc(RenderScene);
glutSpecialFunc(SpecialKeys);
SetupRC();
glutTimerFunc(33, TimerFunction, 1);
glutMainLoop();
return 0;
}