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《基于MFC的OpenGL编程》Part 16 Reflection

Posted on 2010-03-31 20:51 Shuffy 阅读(190) 评论(0)  编辑 收藏 引用 所属分类: MFC,OpenGL

Reflections

Adding reflections to a program too can improve its realism to a great extent. Here we'll look at a simple method to create reflection where we simply redraw the object with an appropriate transformation and make the surface in between translucent. This creates an effective illusion of reflection!!

1,设置光源代码修改如下:

void CCY457OpenGLView::SetupLighting ()
{
      
//Material Properties
      GLfloat matSpecular[] = { 1.0f0.0f0.0f0.7f};
      GLfloat matShininess[] 
= { 50.0f};
      GLfloat matAmbient[] 
= { 0.25f0.25f0.25f0.7f};
      GLfloat matDiffuse[] 
= { 0.5f0.5f0.5f0.7f};
      glMaterialfv(GL_FRONT, GL_SPECULAR, matSpecular);
      glMaterialfv(GL_FRONT, GL_SHININESS, matShininess);
      glMaterialfv(GL_FRONT, GL_DIFFUSE, matDiffuse);
      glMaterialfv(GL_FRONT, GL_AMBIENT, matAmbient);
      
//Lighting Parameters
      
//Enable Lighting
      glEnable(GL_LIGHTING);
      
//Specify a single directional light
      GLfloat ambient1[] = { 0.5f,0.5f,0.5f};
      GLfloat diffuse1[] 
= { 0.5f,0.5f,0.5f};
      GLfloat specular1[] 
= { 1.0f,0.0f,0.0f};
      GLfloat position1[] 
= { 0.0f,0.0f,5.0f,0.0};
      glLightfv(GL_LIGHT0, GL_AMBIENT, ambient1);
      glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse1);
      glLightfv(GL_LIGHT0, GL_SPECULAR, specular1);
      glLightfv(GL_LIGHT0, GL_POSITION, position1);    
      glEnable(GL_LIGHT0);
      
//Specify a single positional spotlight
      GLfloat ambient2[] = { 1.0f,1.0f,0.0f};
      GLfloat diffuse2[] 
= { 1.0f,0.0f,0.0f};
      GLfloat position2[] 
= { 1.0f,0.0f,5.0f,1.0};
      GLfloat direction2[] 
= {0.0f,0.0f,-5.0f};
      glLightfv(GL_LIGHT1, GL_AMBIENT, ambient2);
      glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse2);
      glLightfv(GL_LIGHT1, GL_POSITION, position2);
      glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, direction2);
      glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, 
15.0f);
      glEnable(GL_LIGHT1);
}

2,绘制函数修改如下:

void CCY457OpenGLView::RenderScene ()
{
//绘制函数
      glTranslatef(0.0f,0.0f,-8.0f);
      
// Save matrix state and do the rotation
      glPushMatrix();
           glRotatef(m_xRot, 
1.0f0.0f0.0f);
           DrawCube();
           glPopMatrix();
           glPushMatrix();
                 glTranslatef(
0.0f-3.0f0.0f);
                 glScalef(
1.0f-1.0f1.0f);
                 glRotatef(m_xRot, 
1.0f0.0f0.0f);
                 DrawCube();
           glPopMatrix();
           
// Draw bottom of floor
           glEnable(GL_BLEND);
           glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
           glPushMatrix();
           glEnable(GL_TEXTURE_2D);
           glBindTexture(GL_TEXTURE_2D, m_Texture[
3]);
           glBegin(GL_POLYGON);
                 glTexCoord2f(
0.0f0.0f);
                 glVertex3f(
-5.0f-1.5f5.0f );
                 glTexCoord2f(
1.0f0.0f);
                 glVertex3f(
-5.0f-1.5f-5.0f );
                 glTexCoord2f(
1.0f1.0f);
                 glVertex3f(
5.0f-1.5f-5.0f );
                 glTexCoord2f(
0.0f1.0f);
                 glVertex3f(
5.0f-1.5f5.0f );
           glEnd();
      glPopMatrix();
      glDisable(GL_TEXTURE_2D);
      glDisable(GL_BLEND); 
}
void CCY457OpenGLView::DrawCube ()
{
           glEnable(GL_TEXTURE_2D);
           glBindTexture(GL_TEXTURE_2D,m_Texture[
0]);    
           
//Front Face
           glBegin(GL_POLYGON);
                 glTexCoord2f(
0,0);
                 glVertex3f(
-1.0f,-1.0f,0.0f);
                 glTexCoord2f(
1,0);
                 glVertex3f( 
1.0f,-1.0f,0.0f);
                 glTexCoord2f(
1,1);
                 glVertex3f( 
1.0f1.0f,0.0f);
                 glTexCoord2f(
0,1);
                 glVertex3f(
-1.0f1.0f,0.0f);
           glEnd();
           
//Back Face
           glBegin(GL_POLYGON);
                 glTexCoord2f(
1,0);
                 glVertex3f(
-1.0f,-1.0f,-1.0f);
                 glTexCoord2f(
1,1);
                 glVertex3f(
-1.0f1.0f,-1.0f);
                 glTexCoord2f(
0,1);
                 glVertex3f( 
1.0f1.0f,-1.0f);
                 glTexCoord2f(
0,0);
                 glVertex3f( 
1.0f,-1.0f,-1.0f);
           glEnd();
           glBindTexture(GL_TEXTURE_2D,m_Texture[
1]);
           
//Left Face
           glBegin(GL_POLYGON);
                 glTexCoord2f(
1,0);
                 glVertex3f(
-1.0f,-1.0f0.0f);
                 glTexCoord2f(
1,1);
                 glVertex3f(
-1.0f1.0f0.0f);
                 glTexCoord2f(
0,1);
                 glVertex3f(
-1.0f1.0f,-1.0f);
                 glTexCoord2f(
0,0);
                 glVertex3f(
-1.0f,-1.0f,-1.0f);
           glEnd();
           
//Right Face
           glBegin(GL_POLYGON);
                 glTexCoord2f(
0,0);
                 glVertex3f(
1.0f,-1.0f0.0f);
                 glTexCoord2f(
1,0);
                 glVertex3f(
1.0f,-1.0f,-1.0f);
                 glTexCoord2f(
1,1);
                 glVertex3f(
1.0f1.0f,-1.0f);
                 glTexCoord2f(
0,1);
                 glVertex3f(
1.0f1.0f0.0f);
           glEnd();
           glBindTexture(GL_TEXTURE_2D,m_Texture[
2]);
           
//Top Face
           glBegin(GL_POLYGON);
                 glTexCoord2f(
0,0);
                 glVertex3f(
-1.0f1.0f0.0f);
                 glTexCoord2f(
0,1);
                 glVertex3f( 
1.0f1.0f0.0f);
                 glTexCoord2f(
1,1);
                 glVertex3f( 
1.0f1.0f-1.0f);
                 glTexCoord2f(
1,0);
                 glVertex3f(
-1.0f1.0f-1.0f);
           glEnd();
           
//Botton Face
           glBegin(GL_POLYGON);
                 glTexCoord2f(
0,1);
                 glVertex3f(
-1.0f-1.0f0.0f);
                 glTexCoord2f(
0,0);
                 glVertex3f(
-1.0f-1.0f-1.0f);
                 glTexCoord2f(
1,0);
                 glVertex3f( 
1.0f-1.0f-1.0f);
                 glTexCoord2f(
1,1);
                 glVertex3f( 
1.0f-1.0f0.0f);
           glEnd();
           glDisable(GL_TEXTURE_2D);
}

 

作者:洞庭散人

出处:http://phinecos.cnblogs.com/    

本文版权归作者和博客园共有,欢迎转载,但未经作者同意必须保留此段声明,且在文章页面明显位置给出原文连接,否则保留追究法律责任的权利。
原文链接:http://www.cnblogs.com/phinecos/archive/2008/11/07/1328887.html

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