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林试图使在OpenGL照明,它 想法是normaly渲染对象(具有任何α)OpenGL的阿尔法混合用于点亮
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glColor4d(0 , 0 , 1 , 0.5);
GL11.glBegin(GL11.GL_QUADS);
GL11.glVertex2d(100 , 100);
GL11.glVertex2d(100 , 200);
GL11.glVertex2d(200 , 200);
GL11.glVertex2d(200 , 100);
GL11.glEnd();
GL11.glColor4d(0 , 0 , 1 , 1);
GL11.glBegin(GL11.GL_QUADS);
GL11.glVertex2d(300 , 100);
GL11.glVertex2d(300 , 200);
GL11.glVertex2d(400 , 200);
GL11.glVertex2d(400 , 100);
GL11.glEnd();
然后渲染灯
GL14.glBlendFuncSeparate(GL11.GL_ZERO, GL11.GL_DST_COLOR, GL11.GL_ONE, GL11.GL_ONE);
GL11.glColor4d(1 , 1 , 1 , 0.5);
GL11.glBegin(GL11.GL_QUADS);
GL11.glVertex2d(100 , 150);
GL11.glVertex2d(150 , 150);
GL11.glVertex2d(150 , 100);
GL11.glVertex2d(100 , 100);
GL11.glEnd();
所以其忽略src的颜色(GL11.GL_ZERO),但保持dst的颜色(GL11.GL_DST_COLOR),并为alpha添加src alpha和dst alpha,如果我的想法比rect(100,100)中的正确需要与我相同的颜色300,100)但结果: