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); }
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