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5 years ago
  1. #include "ground.h"
  2. void Ground::Draw()
  3. {
  4. glEnable(GL_LIGHTING);
  5. glMaterialfv(GL_FRONT, GL_AMBIENT, mAmbientMaterial);
  6. glMaterialfv(GL_FRONT, GL_DIFFUSE, mDiffuseMaterial);
  7. glMaterialfv(GL_FRONT, GL_SPECULAR, mSpecularMaterial);
  8. //���ڵ���û����ͼ����������Ҫ������ɫ׷��
  9. glEnable(GL_COLOR_MATERIAL);
  10. glEnable(GL_DEPTH_TEST);
  11. glDisable(GL_TEXTURE_2D);
  12. glBegin(GL_QUADS);
  13. glNormal3f(0.0f, 1.0f, 0.0f);
  14. for (int z = 0; z < 20; z++) {
  15. float zStart = 100.0f - z * 10.0f;
  16. for (int x = 0; x < 20; x++) {
  17. float xStart = x * 10.0f - 100.0f;
  18. if ((z % 2) ^ (x % 2)) {
  19. glColor4ub(41, 41, 41, 255);
  20. }
  21. else {
  22. glColor4ub(200, 200, 200, 255);
  23. }
  24. glVertex3f(xStart, -1.0f, zStart);
  25. glVertex3f(xStart + 10.0f, -1.0f, zStart);
  26. glVertex3f(xStart + 10.0f, -1.0f, zStart - 10.0f);
  27. glVertex3f(xStart , -1.0f, zStart - 10.0f);
  28. }
  29. }
  30. glEnd();
  31. }
  32. void Ground::SetAmbientMaterial(float r, float g, float b, float a) {
  33. mAmbientMaterial[0] = r;
  34. mAmbientMaterial[1] = g;
  35. mAmbientMaterial[2] = b;
  36. mAmbientMaterial[3] = a;
  37. }
  38. void Ground::SetDiffuseMaterial(float r, float g, float b, float a) {
  39. mDiffuseMaterial[0] = r;
  40. mDiffuseMaterial[1] = g;
  41. mDiffuseMaterial[2] = b;
  42. mDiffuseMaterial[3] = a;
  43. }
  44. void Ground::SetSpecularMaterial(float r, float g, float b, float a) {
  45. mSpecularMaterial[0] = r;
  46. mSpecularMaterial[1] = g;
  47. mSpecularMaterial[2] = b;
  48. mSpecularMaterial[3] = a;
  49. }