#include <gl/glut.h>
#include <stdio.h>
void Initial(void)
{
glClearColor(0.2,0.8,0.8,0.0);
glEnable(GL_BLEND);//Blend 混合是将源色和目标色以某种方式混合生成特效的技术
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);//glBlendFunc有两个参数,前者表示源因子,后者表示目标因子
/*GL_ZERO: 表示使用0.0作为因子,实际上相当于不使用这种颜色参与混合运算。
GL_ONE: 表示使用1.0作为因子,实际上相当于完全的使用了这种颜色参与混合运算。
GL_SRC_ALPHA:表示使用源颜色的alpha值来作为因子。
GL_DST_ALPHA:表示使用目标颜色的alpha值来作为因子。
GL_ONE_MINUS_SRC_ALPHA:表示用1.0减去源颜色的alpha值来作为因子。
GL_ONE_MINUS_DST_ALPHA:表示用1.0减去目标颜色的alpha值来作为因子。
glBlendFunc(GL_SRC_ALPHA, GL_ONE); 表示把渲染的图像叠加到目标区域,也就是说源的每一个像素的alpha都等于自己的alpha,
目标的每一个像素的alpha等于1。这样叠加次数越多,叠加的图元的alpha越高,得到的结果就越亮。因此这种融合用于表达光亮效果。
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 表示把渲染的图像融合到目标区域。也就是说源的每一个像素的alpha都等于
自己的alpha,目标的每一个像素的alpha等于1减去该位置源像素的alpha。 因此不论叠加多少次,亮度是不变的。*/
glEnable(GL_FLAT);
}
void myDisplay(void)
{
glClear(GL_COLOR_BUFFER_BIT);
glColor4f(0.0,1.0,0.0,0.85);
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();
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();
glColor4f(0.0,0.0,1.0,0.5);
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(w<h)
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)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB);
glutInitWindowSize(300,400);
glutInitWindowPosition(200,200);
glutCreateWindow("BLEND POLYGON");
Initial();
glutReshapeFunc(myReshape);
glutDisplayFunc(myDisplay);
glutMainLoop();
return 0;
}
三个互相重叠的矩形
最新推荐文章于 2023-04-21 11:33:32 发布