转自:http://blog.csdn.net/mapdigit/article/details/7647568
设置物体表面材料(Material)的反光属性(颜色和材质)的方法如下:
public void glMaterialf(int face,int pname,float param)
public void glMaterialfv(int face,int pname,float[] params,int offset)
public void glMaterialfv(int face,int pname,FloatBuffer params)
- face : 在OpenGL ES中只能使用GL_FRONT_AND_BACK,表示修改物体的前面和后面的材质光线属性。
- pname: 参数类型,可以有GL_AMBIENT, GL_DIFFUSE, GL_SPECULAR, GL_EMISSION, GL_SHININESS。这些参数用在光照方程。
- param: 参数的值。
其中GL_AMBIENT,GL_DIFFUSE,GL_SPECULAR ,GL_EMISSION为颜色RGBA值,GL_SHININESS 值可以从0到128,值越大,光的散射越小:
此外,方法glLightModleXX给出了光照模型的参数
public void glLightModelf(int pname,float param)
public void glLightModelfv(int pname,float[] params,int offset)
public void glLightModelfv(int pname,FloatBuffer params)
- pname: 参数类型,可以为GL_LIGHT_MODEL_AMBIENT和GL_LIGHT_MODEL_TWO_SIDE
- params: 参数的值。
最终顶点的颜色由这些参数(光源,材质光学属性,光照模型)综合决定(光照方程计算出)。
下面例子在场景中设置一个白色光源:
- public void initScene(GL10 gl){
- float[] amb = { 1.0f, 1.0f, 1.0f, 1.0f, };
- float[] diff = { 1.0f, 1.0f, 1.0f, 1.0f, };
- float[] spec = { 1.0f, 1.0f, 1.0f, 1.0f, };
- float[] pos = { 0.0f, 5.0f, 5.0f, 1.0f, };
- float[] spot_dir = { 0.0f, -1.0f, 0.0f, };
- gl.glEnable(GL10.GL_DEPTH_TEST);
- gl.glEnable(GL10.GL_CULL_FACE);
- gl.glEnable(GL10.GL_LIGHTING);
- gl.glEnable(GL10.GL_LIGHT0);
- ByteBuffer abb
- = ByteBuffer.allocateDirect(amb.length*4);
- abb.order(ByteOrder.nativeOrder());
- FloatBuffer ambBuf = abb.asFloatBuffer();
- ambBuf.put(amb);
- ambBuf.position(0);
- ByteBuffer dbb
- = ByteBuffer.allocateDirect(diff.length*4);
- dbb.order(ByteOrder.nativeOrder());
- FloatBuffer diffBuf = dbb.asFloatBuffer();
- diffBuf.put(diff);
- diffBuf.position(0);
- ByteBuffer sbb
- = ByteBuffer.allocateDirect(spec.length*4);
- sbb.order(ByteOrder.nativeOrder());
- FloatBuffer specBuf = sbb.asFloatBuffer();
- specBuf.put(spec);
- specBuf.position(0);
- ByteBuffer pbb
- = ByteBuffer.allocateDirect(pos.length*4);
- pbb.order(ByteOrder.nativeOrder());
- FloatBuffer posBuf = pbb.asFloatBuffer();
- posBuf.put(pos);
- posBuf.position(0);
- ByteBuffer spbb
- = ByteBuffer.allocateDirect(spot_dir.length*4);
- spbb.order(ByteOrder.nativeOrder());
- FloatBuffer spot_dirBuf = spbb.asFloatBuffer();
- spot_dirBuf.put(spot_dir);
- spot_dirBuf.position(0);
- gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, ambBuf);
- gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, diffBuf);
- gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_SPECULAR, specBuf);
- gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, posBuf);
- gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_SPOT_DIRECTION,
- spot_dirBuf);
- gl.glLightf(GL10.GL_LIGHT0, GL10.GL_SPOT_EXPONENT, 0.0f);
- gl.glLightf(GL10.GL_LIGHT0, GL10.GL_SPOT_CUTOFF, 45.0f);
- gl.glLoadIdentity();
- GLU.gluLookAt(gl,0.0f, 4.0f, 4.0f, 0.0f, 0.0f, 0.0f,
- 0.0f, 1.0f, 0.0f);
- }
绘制一个球,并使用蓝色材质:
- public void drawScene(GL10 gl) {
- super.drawScene(gl);
- float[] mat_amb = {0.2f * 0.4f, 0.2f * 0.4f,
- 0.2f * 1.0f, 1.0f,};
- float[] mat_diff = {0.4f, 0.4f, 1.0f, 1.0f,};
- float[] mat_spec = {1.0f, 1.0f, 1.0f, 1.0f,};
- ByteBuffer mabb
- = ByteBuffer.allocateDirect(mat_amb.length*4);
- mabb.order(ByteOrder.nativeOrder());
- FloatBuffer mat_ambBuf = mabb.asFloatBuffer();
- mat_ambBuf.put(mat_amb);
- mat_ambBuf.position(0);
- ByteBuffer mdbb
- = ByteBuffer.allocateDirect(mat_diff.length*4);
- mdbb.order(ByteOrder.nativeOrder());
- FloatBuffer mat_diffBuf = mdbb.asFloatBuffer();
- mat_diffBuf.put(mat_diff);
- mat_diffBuf.position(0);
- ByteBuffer msbb
- = ByteBuffer.allocateDirect(mat_spec.length*4);
- msbb.order(ByteOrder.nativeOrder());
- FloatBuffer mat_specBuf = msbb.asFloatBuffer();
- mat_specBuf.put(mat_spec);
- mat_specBuf.position(0);
- gl.glMaterialfv(GL10.GL_FRONT_AND_BACK,
- GL10.GL_AMBIENT, mat_ambBuf);
- gl.glMaterialfv(GL10.GL_FRONT_AND_BACK,
- GL10.GL_DIFFUSE, mat_diffBuf);
- gl.glMaterialfv(GL10.GL_FRONT_AND_BACK,
- GL10.GL_SPECULAR, mat_specBuf);
- gl.glMaterialf(GL10.GL_FRONT_AND_BACK,
- GL10.GL_SHININESS, 64.0f);
- sphere.draw(gl);
- }