我正在尝试将一个立方体的一半上色,使其看起来像充满水。在下面的代码中,我用白色边缘绘制了立方体:
void initGL() {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glShadeModel(GL_SMOOTH);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
}
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glLoadIdentity();
glTranslatef(-3.0f, 0.0f, -9.0f);
glBegin(GL_QUADS);
glBegin(GL_LINES);
glColor3f(1.0f, 1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
glColor3f(1.0f, 1.0f, 1.0f);
glVertex3f(1.0f, -1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f(1.0f, -1.0f, -1.0f);
glColor3f(1.0f, 1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glVertex3f(1.0f, -1.0f, 1.0f);
glColor3f(1.0f, 1.0f, 1.0f);
glVertex3f(1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f(1.0f, 1.0f, -1.0f);
glColor3f(1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, -1.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glColor3f(1.0f, 1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, -1.0f);
glVertex3f(1.0f, 1.0f, 1.0f);
glVertex3f(1.0f, -1.0f, 1.0f);
glVertex3f(1.0f, -1.0f, -1.0f);
glEnd();
glutSwapBuffers();
}
但是我不知道如何在不擦除白色边缘的情况下为其中的一半上色。除此之外,我还必须对其进行动画处理,以便水可以上下流动。
最佳答案
请注意,不赞成使用glBegin
,glEnd
(甚至是glVertexPointer
和glEnableClientState
)。
阅读有关Fixed Function Pipeline和Vertex Specification的信息。
但是根据您的代码,我建议定义一个顶点数据数组( glVertexPointer
)
以及客户端功能( glEnableClientState
)来解决您的问题。
进一步定义索引数组,并使用 glDrawElements
从数组数据渲染(索引)图元。
定义顶点坐标:
GLfloat water_height = -0.5f;
GLfloat vertices[] =
{
-1.0f, -1.0f, -1.0f, // 0
1.0f, -1.0f, -1.0f, // 1
1.0f, -1.0f, 1.0f, // 2
-1.0f, -1.0f, 1.0f, // 3
-1.0f, 1.0f, -1.0f, // 5
1.0f, 1.0f, -1.0f, // 6
1.0f, 1.0f, 1.0f, // 7
-1.0f, 1.0f, 1.0f, // 8
-1.0f, water_height, -1.0f, // 9
1.0f, water_height, -1.0f, // 10
1.0f, water_height, 1.0f, // 11
-1.0f, water_height, 1.0f // 12
};
定义“水”四边形的索引:
// 6 quad indices for the 6 sides of the water cube
GLuint water_indices[] =
{
0, 1, 2, 3,
0, 1, 9, 8,
1, 2, 10, 9,
2, 3, 11, 10,
3, 0, 8, 11,
8, 9, 10, 11
};
定义边缘的索引:
// 8 edges for the part of the cube which is not filled with water
GLuint edge_indices[] =
{
4, 5,
5, 6,
6, 7,
7, 4,
4, 8,
5, 9,
6, 10,
7, 11
};
绘制四边形和线条:
glVertexPointer( 3, GL_FLOAT, 0, vertices );
glEnableClientState( GL_VERTEX_ARRAY );
glColor4f( 0.3f, 0.5f, 1.0f, 1.0f );
glDrawElements( GL_QUADS, 6 * 4, GL_UNSIGNED_INT, water_indices );
glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
glDrawElements( GL_LINES, 8 * 2, GL_UNSIGNED_INT, edge_indices );
glDisableClientState( GL_VERTEX_ARRAY );
预习: