#include "ground.h" void Ground::Draw() { glEnable(GL_LIGHTING); glMaterialfv(GL_FRONT, GL_AMBIENT, mAmbientMaterial); glMaterialfv(GL_FRONT, GL_DIFFUSE, mDiffuseMaterial); glMaterialfv(GL_FRONT, GL_SPECULAR, mSpecularMaterial); //由于地面没有贴图,所以这里要开启颜色追踪 glEnable(GL_COLOR_MATERIAL); glEnable(GL_DEPTH_TEST); glDisable(GL_TEXTURE_2D); glBegin(GL_QUADS); glNormal3f(0.0f, 1.0f, 0.0f); for (int z = 0; z < 20; z++) { float zStart = 100.0f - z * 10.0f; for (int x = 0; x < 20; x++) { float xStart = x * 10.0f - 100.0f; if ((z % 2) ^ (x % 2)) { glColor4ub(41, 41, 41, 255); } else { glColor4ub(200, 200, 200, 255); } glVertex3f(xStart, -1.0f, zStart); glVertex3f(xStart + 10.0f, -1.0f, zStart); glVertex3f(xStart + 10.0f, -1.0f, zStart - 10.0f); glVertex3f(xStart , -1.0f, zStart - 10.0f); } } glEnd(); } void Ground::SetAmbientMaterial(float r, float g, float b, float a) { mAmbientMaterial[0] = r; mAmbientMaterial[1] = g; mAmbientMaterial[2] = b; mAmbientMaterial[3] = a; } void Ground::SetDiffuseMaterial(float r, float g, float b, float a) { mDiffuseMaterial[0] = r; mDiffuseMaterial[1] = g; mDiffuseMaterial[2] = b; mDiffuseMaterial[3] = a; } void Ground::SetSpecularMaterial(float r, float g, float b, float a) { mSpecularMaterial[0] = r; mSpecularMaterial[1] = g; mSpecularMaterial[2] = b; mSpecularMaterial[3] = a; }