我想要一個模型(面部)在半透明模型(水晶球)內部做事的「面對水晶球」效果。我感覺我正在服用瘋狂的藥丸,因爲我無法讓這個內心的面孔出現在球的部分遮擋下。我的目標是改變球(和/或臉)的阿爾法,使臉部出現和消失。OpenGL(ES)半透明模型內的模型
下面是相關的位代碼。你會看到,我不使用着色器,只是很好的GL/GLES1。如果有人能告訴我我做錯了什麼,我會非常感激。
設置代碼...
//-- CONFIGURATION ---------------
// Create The Depth Buffer Object
glGenRenderbuffersOES(1, &depth_renderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, depth_renderbuffer);
glRenderbufferStorageOES(GL_RENDERBUFFER_OES,
GL_DEPTH_COMPONENT16_OES,
width,
height);
// Create The FrameBuffer Object
glGenFramebuffersOES(1, &framebuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, framebuffer);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES,
GL_COLOR_ATTACHMENT0_OES,
GL_RENDERBUFFER_OES,
color_renderbuffer);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES,
GL_DEPTH_ATTACHMENT_OES,
GL_RENDERBUFFER_OES,
depth_renderbuffer);
// Bind Color Buffer
glBindRenderbufferOES(GL_RENDERBUFFER_OES, color_renderbuffer);
glViewport(0, 0, width, height);
//-- LIGHTING ----------------------
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
//-- PROJECTION ---------------------
glMatrixMode(GL_PROJECTION);
viewport_size = vec2((float) width,(float) height);
//Orthographic Projection
float max_x,max_y;
if(width>height){
max_y = 1;
max_x = (float)width/(float)height;
}
else{
max_x = 1;
max_y = (float)height/(float) width;
}
const float MAX_X = max_x;
const float MAX_Y = max_y;
const float Z_0 = 0;
const float MAX_Z = 1;
glOrthof(-MAX_X, MAX_X, -MAX_Y, MAX_Y, Z_0-MAX_Z, Z_0+MAX_Z);
world_size = vec3(2*MAX_X,2*MAX_Y,2*MAX_Z);
//Color Depth
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE); //Dissapears if False
glDepthFunc(GL_LEQUAL);
glEnable(GL_BLEND);
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); //doesn't do it
glBlendFunc(GL_ONE, GL_ONE); //better
這裏是渲染調用
glClearColor(world->background_color.x,
world->background_color.y,
world->background_color.z,
world->background_color.w);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
for(int s=0;s<surfaces.size();s++){
Surface* surface = surface[s];
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, surface->getMatAmbient().Pointer());
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, surface->getMatDiffuse().Pointer());
glMatrixMode(GL_MODELVIEW);
//If I don't put this code in here (as opposed to above), the light gets all crazy! WHY!?
glPushMatrix();
glLoadIdentity();
vec4 light_position = vec4(world->light->position,1);
glLightfv(GL_LIGHT0,GL_POSITION,light_position.Pointer());
glPopMatrix();
glPushMatrix();
glMultMatrixf(surface->transform.Pointer());
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, surface->index_buffer);
glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_buffer);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer(3, GL_FLOAT, VERTEX_STRIDE, 0);
glNormalPointer(GL_FLOAT, VERTEX_STRIDE, (GLvoid*) VERTEX_NORMAL_OFFSET);
glDrawElements(GL_TRIANGLES, surface->indices.size(), GL_UNSIGNED_SHORT, 0);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glPopMatrix();
}
謝謝!基本上我試圖修復世界座標中的光線。有關最佳做法的任何提示? – Brooks 2012-05-31 22:49:04