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#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;
}