前言
第五次作业也不算难,主要是理解OpenGL中的Alpha混合
提示:以下是本篇文章正文内容,下面案例可供参考
一、绘制若干个透明和非透明茶壶,并体现出它们之间正确的混合效果
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0, 0, 20.0, 0, 0, 0, 0, 1, 0);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_POSITION, LightPosition0);
glRotatef(rotate, 0, 1, 0);
glTranslated(0, 0, 3);
glPushMatrix();
{
GLfloat ambient[] = { 0,0.52,0,1 };
glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
GLfloat diffuse[] = { 0.86,0.54,0,1 };
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
glTranslated(0, 0, -13);
glutSolidTeapot(4.5);
}
glPopMatrix();
glPushMatrix();
{
GLfloat ambient[] = { 0.12,0,0,1 };
glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
GLfloat diffuse[] = { 0.81,0,0,1 };
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
glTranslated(0, 0, -6);
glutSolidTeapot(3);
}
glPopMatrix();
glPushMatrix();
{
GLfloat ambient[] = { 0.56,0.23,0,1 };
glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
GLfloat diffuse[] = { 0.54,0.13,0.32,0.5 };
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glTranslated(0, 0, -1);
glutSolidTeapot(2);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
}
glPopMatrix();
glPushMatrix();
{
GLfloat ambient[] = { 0.2,0.63,0.5,1 };
glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
GLfloat diffuse[] = { 0.57,0.83,0.62,0.2 };
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glTranslated(0, 0, 2);
glutSolidTeapot(1);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
}
glPopMatrix();
glPushMatrix();
{
GLfloat ambient[] = { 0.2,0.3,0.2,1 };
glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
GLfloat diffuse[] = { 1,1,1,0.35 };
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glTranslated(0, 0, 0.5);
glutSolidTeapot(1.2);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
}
glPopMatrix();
glutSwapBuffers();