为什么我的 open gl 环境照明不起作用?
我的大部分照明都按照我想要的方式工作,但我似乎完全缺少任何环境照明。也就是说,物体远离太阳的一面是完全黑色的(我希望有 50% 的环境光),而朝向太阳的一面则像我预期的那样看起来很亮。
这是我的灯光设置代码(根据原始内容编辑,请参阅下面的注释):(
- (void) setupLighting
{
const float amb = 2.0;
const float LightAmbient[][4] = { { amb, amb, amb, 1.0f },
{ amb, amb, amb, 1.0f }
};
const float LightDiffuse[] [4] = { { 1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f }
};
const float LightPosition[][4] = { { 1.0f, 4.0f, 2.0f, 0.0f },
{ 0.0f, 10.0f, 0.0f, 1.0f }
};
glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient[0]);
glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse[0]);
glLightfv(GL_LIGHT0, GL_POSITION, LightPosition[0]);
glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient[1]);
// etc., snip -- no LIGHT1 for this round
glColorMaterial (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR);
//glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHT0);
//glEnable(GL_LIGHT1);
glEnable(GL_LIGHTING);
}
注意:LIGHT1 现在已注释掉 - 我只是想让 LIGHT0 做我想做的事。)
不确定这是否重要,但我使用 glDrawArrays() 绘制单位对齐、纹理映射的单位立方体(类似于 MineCraft)。我所有的常态似乎都是正确的;如果我关闭灯光,一切都会正确绘制(只是平面照明。)
有任何提示吗?
谢谢!
编辑(已添加屏幕截图。)
编辑 根据评论,我将环境值提高到 2.0,现在看起来就像我所期望的大约 50% 环境值。这看起来很奇怪——我以为照明值固定在 [0, 1]...?关于环境光的哪些基本概念我没有理解?
I got most of my lighting working the way I want, but I seem to be completely missing any ambient lighting. That is, the away-from-the-sun sides of things are completely black (I was hoping for 50% ambient), whereas the toward-the-sun sides seem lit as I'd expect.
Here's my lighting setup code (edited from original, see note below):
- (void) setupLighting
{
const float amb = 2.0;
const float LightAmbient[][4] = { { amb, amb, amb, 1.0f },
{ amb, amb, amb, 1.0f }
};
const float LightDiffuse[] [4] = { { 1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f }
};
const float LightPosition[][4] = { { 1.0f, 4.0f, 2.0f, 0.0f },
{ 0.0f, 10.0f, 0.0f, 1.0f }
};
glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient[0]);
glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse[0]);
glLightfv(GL_LIGHT0, GL_POSITION, LightPosition[0]);
glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient[1]);
// etc., snip -- no LIGHT1 for this round
glColorMaterial (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR);
//glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHT0);
//glEnable(GL_LIGHT1);
glEnable(GL_LIGHTING);
}
(NOTE: LIGHT1 commented out for now -- I'm just trying to get LIGHT0 to do what I want.)
Not sure if it matters, but I'm drawing unit-aligned, texture-mapped unit cubes (a la MineCraft) using glDrawArrays(). All my normals seem correct; if I leave lighting off, everything draws correctly (just flat-lit.)
Any hints?
Thanks!
Edit (Added screenshot.)
Edit Per comments, I bumped ambient values up to 2.0, and now it looks like what I'd expect for about 50% ambient. That seems whacky -- I thought lighting values were pinned at [0, 1]...? What fundamental concept about ambient light am I not grokking?
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在您的代码中,您没有启用
GL_COLOR_MATERIAL
。因此,如果您没有设置环境材质颜色(通过使用GL_AMBIENT
调用glMaterial
),其默认值为 (0.2, 0.2, 0.2),这应该会在相乘时生成屏幕截图通过 (1,1,1)(光的环境光)。此外,无需使用大于 1 的颜色值,因为无论如何这些值都会被限制为 [0,1]。
In your code, you didn't enable
GL_COLOR_MATERIAL
. So if you did not set the ambient material color (by callingglMaterial
withGL_AMBIENT
) its default is (0.2, 0.2, 0.2), which should result in your screenshot when multiplied by (1,1,1) (the light's ambient).Also, there's no need to use color values greater than 1 as these are clamped to [0,1] anyway.