opengl,OpenGL材质

紧接上一次,这回讲材质: OPENGL通过材料对R、G、B的近似反光率来近似定义材料颜色。也分为环境、漫反射、镜面反射成分。他们决定材料对环境光、漫反射光和 镜面反射光的反射程度。将材料的特性与光源特性结合就是观察的最终显示效果。例如红色塑料球,大部分是红色,在光源形成的高光处,则出现光源 的特性颜色。很EASY,不是么? 材质的定义: void glMaterial{if}[v](GLenum face,GLenum pname,TYPE param); 其中: face:可以是GL_FRONT、GL_BACK、GL_FRONT_AND_BACK,它表明当前材质应用到物体的哪一个表面上。 pname说明特定材质属性(很类似上一次光源的定义): pname 缺省值 说明 GL_AMBIENT 0.2,0.2,0.2,1.0 材质的环境反射光 GL_DIFFUSE 0.8,0.8,0.8,1.0 材质的漫反射光 GL_AMBIENT_AND_DIFFUSE 材质的环境光和漫反射光颜色 GL_SPECULAR 0.0,0.0.0.0,1.0 材质镜面反射光 GL_SHINESS 0.0 镜面指数(光照度) GL_EMISSION 0.0,0.0,0.0,1.0 材质的辐射颜色 GL_COLOR_INDEXES 0,1,1 材质的环境光、漫反射光和镜面反射光颜色
请看下面材质的简单例子: #include <windows.h> #include <gl/gl.h> #include <gl/glu.h> #include <gl/glaux.h> #pragma comment(lib, "OpenGl32.lib") #pragma comment(lib, "glu32.lib") #pragma comment(lib, "glaux.lib") #pragma warning(disable : 4244) // MIPS #pragma warning(disable : 4136) // X86 #pragma warning(disable : 4051) // ALPHA //////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////// //sample.cpp void myinit(void); void CALLBACK display(void); void CALLBACK reshape(GLsizei w,GLsizei h); void myinit(void) { auxInitDisplayMode(AUX_SINGLE|AUX_RGBA); auxInitPosition(0,0,500,500); auxInitWindow("sample1"); glClearColor(0.0,0.0,0.0,0.0); glClear(GL_COLOR_BUFFER_BIT); // glShadeModel(GL_FLAT); //首先定义一个材质,定义方法非常类似前面讲到的光源定义。 GLfloat mat_ambient[]={0.8,0.8,0.8,1.0}; //定义 紫色 的漫反射特性 GLfloat mat_diffuse[]={0.8,0.0,0.8,1.0}; //定义 亮紫色 的镜面反射特性 GLfloat mat_specular[]={1.0,0.0,1.0,1.0}; //定义镜面反射的光亮度 GLfloat mat_shininess[]={50.0}; //将以上材质定义应用 glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient); glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse); glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); //这里我们简化光源,以显示材质的效果。 //这里我们只指定光源位置,其他默认:白色光源。 //你也可以加入光源的定义,看看光源和材质的合成的效果 //正是因为它们能够合成,才能产生比真实生活中多的多的效果,这也正是 //3D技术吸引人的魅力所在。 GLfloat light_position[]={1.0,1.0,1.0,0.0}; glLightfv(GL_LIGHT0,GL_POSITION,light_position); // GLfloat light_diffuse[]={0.0,0.0,1.0,1.0}; // glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse); //将光源设置应用 glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); //着色消隐 //*******其实说白乐,这就是大名鼎鼎的 Z-BUFFER 呀************// glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); } void CALLBACK reshape(GLsizei w,GLsizei h) { glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if(w<=h) glOrtho(-2.0,2.0,-2.0*(GLfloat)h/(GLfloat)w, 2.0*(GLfloat)h/(GLfloat)w,-10.0,10.0); else glOrtho(-2.0*(GLfloat)h/(GLfloat)w, 2.0*(GLfloat)h/(GLfloat)w,-2.0,2.0,-10.0,10.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void draw(void) { auxSolidSphere(1.0); } void CALLBACK display(void) { glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glLoadIdentity(); draw(); glFlush(); } void main(void) { myinit(); auxReshapeFunc(reshape); auxMainLoop(display); } //end of sample //////////////////////////////////////////////////// 通过以上的例子,我们会看到材质定义的实现和光源的效果是一样的,就我们日常的感觉,定义材质更加符合人们的习惯。而光源使用白光。 这里我们看到的是一个紫色的球,其高光部分呈现亮紫色。 作为比较,下面我们给出一个12个彩色球的例子,大家可以看出各种光源、材质应用的效果,在一起比较。 给出例子之前,介绍两个函数: void glPushMatrix(); void glPopMatrix(); 我前面已经讲过,所有几何投影变换都是矩阵相乘的结果。如果你希望保持一个初始坐标点,就要用到这两个重要函数:矩阵入栈和矩阵出栈。 你可以这样理解,为了在左上角画一个球,你先保存当前矩阵,glPushMatrix()(入栈),然后把坐标平移到左上角,然后调用auxSolidSphere(1.0),画 一个半径1.0的球,这时再调用glPopMatrix()(矩阵出栈),就又回到原始坐标点,这时的球就在左上角乐。 这个程序很长,但实际上,长的部分统统是重复画12个球的工作,所以也比较好理解。
#include <windows.h> #include <gl/gl.h> #include <gl/glu.h> #include <gl/glaux.h> #pragma comment(lib, "OpenGl32.lib") #pragma comment(lib, "glu32.lib") #pragma comment(lib, "glaux.lib") #pragma warning(disable : 4244) // MIPS #pragma warning(disable : 4136) // X86 #pragma warning(disable : 4051) // ALPHA //////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////// //sample.cpp void myinit(void); void CALLBACK display(void); void CALLBACK reshape(GLsizei w,GLsizei h); void myinit(void) { auxInitDisplayMode(AUX_SINGLE|AUX_RGBA); auxInitPosition(0,0,500,500); auxInitWindow("sample1"); glClearColor(0.0,0.1,0.1,0.0); glClear(GL_COLOR_BUFFER_BIT); // glShadeModel(GL_FLAT); //首先定义光源 GLfloat light_ambient[]={0.0,0.0,0.0,1.0}; GLfloat light_diffuse[]={1.0,1.0,1.0,1.0}; GLfloat light_specular[]={1.0,1.0,1.0,1.0}; GLfloat light_position[]={0.0,3.0,2.0,0.0}; GLfloat Imodel_ambient[]={0.4,0.4,0.4,1.0}; //应用光源 glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); //初始化Z BUFFER glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); } void CALLBACK reshape(GLsizei w,GLsizei h) { glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if(w<=h) glOrtho(-6.0,6.0,-6.0*(GLfloat)h/(GLfloat)w, 6.0*(GLfloat)h/(GLfloat)w,-10.0,10.0); else glOrtho(-6.0*(GLfloat)h/(GLfloat)w, 6.0*(GLfloat)h/(GLfloat)w,-6.0,6.0,-10.0,10.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void draw(void) { auxSolidSphere(1.0); } void CALLBACK display(void) { glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); //建立材质数据库 GLfloat no_mat[]={0.0,0.0,0.0,1.0}; GLfloat mat_ambient[]={0.7,0.7,0.7,1.0}; GLfloat mat_ambient_color[]={0.8,0.8,0.2,1.0}; GLfloat mat_diffuse[]={0.1,0.5,0.8,1.0}; GLfloat mat_specular[]={1.0,1.0,1.0,1.0}; GLfloat no_shininess[]={0.0}; GLfloat low_shininess[]={5.0}; GLfloat high_shininess[]={100.0}; GLfloat mat_emission[]={0.3,0.2,0.2,0.0}; ////////////////////////////////////////////////////////// //1-1 仅有漫反射光,无环境光和镜面光 glPushMatrix(); glTranslatef(-3.75,3.0,0.0); glMaterialfv(GL_FRONT,GL_AMBIENT,no_mat); glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse); glMaterialfv(GL_FRONT,GL_SPECULAR,no_mat); glMaterialfv(GL_FRONT,GL_SHININESS,no_shininess); glMaterialfv(GL_FRONT,GL_EMISSION,no_mat); draw(); glPopMatrix(); //1-2 有漫反射光,并且有低高光,无环境光 glPushMatrix(); glTranslatef(-1.25,3.0,0.0); glMaterialfv(GL_FRONT,GL_AMBIENT,no_mat); glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse); glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,low_shininess); glMaterialfv(GL_FRONT,GL_EMISSION,no_mat); draw(); glPopMatrix(); //1-3 有漫反射光和镜面光,很亮的高光,无环境光 glPushMatrix(); glTranslatef(1.25,3.0,0.0); glMaterialfv(GL_FRONT,GL_AMBIENT,no_mat); glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse); glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,high_shininess); glMaterialfv(GL_FRONT,GL_EMISSION,no_mat); draw(); glPopMatrix(); //1-4 有漫反射光和辐射光,无环境光和镜面反射光 glPushMatrix(); glTranslatef(3.75,3.0,0.0); glMaterialfv(GL_FRONT,GL_AMBIENT,no_mat); glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse); glMaterialfv(GL_FRONT,GL_SPECULAR,no_mat); glMaterialfv(GL_FRONT,GL_SHININESS,no_shininess); glMaterialfv(GL_FRONT,GL_EMISSION,mat_emission); draw(); glPopMatrix(); ////////////////////////////////////////////////////////////// //2-1 有漫反射光和环境光,无镜面反射光 glPushMatrix(); glTranslatef(-3.75,0.0,0.0); glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient); glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse); glMaterialfv(GL_FRONT,GL_SPECULAR,no_mat); glMaterialfv(GL_FRONT,GL_SHININESS,no_shininess); glMaterialfv(GL_FRONT,GL_EMISSION,no_mat); draw(); glPopMatrix(); //2-2 有漫反射光、环境光和镜面光,而且有低高光 glPushMatrix(); glTranslatef(-1.25,0.0,0.0); glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient); glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse); glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,low_shininess); glMaterialfv(GL_FRONT,GL_EMISSION,no_mat); draw(); glPopMatrix(); //2-3 有漫反射光环境光和镜面光,而且有很亮的高光 glPushMatrix(); glTranslatef(1.25,0.0,0.0); glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient); glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse); glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,high_shininess); glMaterialfv(GL_FRONT,GL_EMISSION,no_mat); draw(); glPopMatrix(); //2-4有漫反射光、环境光和辐射光,无镜面光 glPushMatrix(); glTranslatef(3.75,0.0,0.0); glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient); glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse); glMaterialfv(GL_FRONT,GL_SPECULAR,no_mat); glMaterialfv(GL_FRONT,GL_SHININESS,no_shininess); glMaterialfv(GL_FRONT,GL_EMISSION,mat_emission); draw(); glPopMatrix(); /////////////////////////////////////////////////////////////// //3-1 有漫反射光和有颜色的环境光,无镜面光 glPushMatrix(); glTranslatef(-3.75,-3.0,0.0); glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient_color); glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse); glMaterialfv(GL_FRONT,GL_SPECULAR,no_mat); glMaterialfv(GL_FRONT,GL_SHININESS,no_shininess); glMaterialfv(GL_FRONT,GL_EMISSION,no_mat); draw(); glPopMatrix(); //3-2有漫反射光和有颜色的环境光以及镜面光,且有低高光 glPushMatrix(); glTranslatef(-1.25,-3.0,0.0); glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient_color); glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse); glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,low_shininess); glMaterialfv(GL_FRONT,GL_EMISSION,no_mat); draw(); glPopMatrix(); //3-3 有漫反射光和有颜色的环境光以及镜面光,且有很亮的高光 glPushMatrix(); glTranslatef(1.25,-3.0,0.0); glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient_color); glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse); glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,high_shininess); glMaterialfv(GL_FRONT,GL_EMISSION,no_mat); draw(); glPopMatrix(); //3-4 有漫反射光和有颜色的环境光以及辐射光,无镜面光 glPushMatrix(); glTranslatef(3.75,-3.0,0.0); glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient_color); glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse); glMaterialfv(GL_FRONT,GL_SPECULAR,no_mat); glMaterialfv(GL_FRONT,GL_SHININESS,no_shininess); glMaterialfv(GL_FRONT,GL_EMISSION,mat_emission); draw(); glPopMatrix(); glFlush(); } void main(void) { myinit(); auxReshapeFunc(reshape); auxMainLoop(display); } //end of sample ////////////////////////////////////////////////////

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