OpenGL系统设计-光照与材质(5)

 

下面我们来创建几种材质,全部的定义放在materials.h文件中。

 

/

//  File:   Materials.h

//  Author: LotusOne

//  Date:   03/10/2003

//  Usage:  Define some materials

/

 

float Materials[][13]=

{

    //黄铜

    0.329412, 0.223529, 0.027451, 1.000000,

    0.780392, 0.568627, 0.113725, 1.000000,

    0.992157, 0.941176, 0.807843, 1.000000,

    27.897400,

 

    //青铜

    0.212500, 0.127500, 0.054000, 1.000000,

    0.714000, 0.428400, 0.181440, 1.000000,

    0.393548, 0.271906, 0.166721, 1.000000,

    25.600000,

 

    //亮青铜

    0.250000, 0.148000, 0.064750, 1.000000,

    0.400000, 0.236800, 0.103600, 1.000000,

    0.774597, 0.458561, 0.200621, 1.000000,

    76.800003,

 

    //

    0.250000, 0.250000, 0.250000, 1.000000,

    0.400000, 0.400000, 0.400000, 1.000000,

    0.774597, 0.774597, 0.774597, 1.000000,

    76.800003,

 

//

    0.191250, 0.073500, 0.022500, 1.000000,

    0.703800, 0.270480, 0.082800, 1.000000,

    0.256777, 0.137622, 0.086014, 1.000000,

    12.800000,

 

 

//亮铜

    0.229500, 0.088250, 0.027500, 1.000000,

    0.550800, 0.211800, 0.066000, 1.000000,

    0.580594, 0.223257, 0.069570, 1.000000,

    51.200001,

 

//

    0.247250, 0.199500, 0.074500, 1.000000,

    0.751640, 0.606480, 0.226480, 1.000000,

    0.628281, 0.555802, 0.366065, 1.000000,

    51.200001,

 

//亮金

    0.247250, 0.224500, 0.064500, 1.000000,

    0.346150, 0.314300, 0.090300, 1.000000,

    0.797357, 0.723991, 0.208006, 1.000000,

    83.199997,

 

//白蜡

    0.105882, 0.058824, 0.113725, 1.000000,

    0.427451, 0.470588, 0.541176, 1.000000,

    0.333333, 0.333333, 0.521569, 1.000000,

    9.846150,

 

//

    0.192250, 0.192250, 0.192250, 1.000000,

    0.507540, 0.507540, 0.507540, 1.000000,

    0.508273, 0.508273, 0.508273, 1.000000,

    51.200001,

 

//亮银色

    0.231250, 0.231250, 0.231250, 1.000000,

    0.277500, 0.277500, 0.277500, 1.000000,

    0.773911, 0.773911, 0.773911, 1.000000,

    89.599998,

 

//翡翠、祖母绿

    0.021500, 0.174500, 0.021500, 0.550000,

    0.075680, 0.614240, 0.075680, 0.550000,

    0.633000, 0.727811, 0.633000, 0.550000,

    76.800003,

 

//碧玉

    0.135000, 0.222500, 0.157500, 0.950000,

    0.540000, 0.890000, 0.630000, 0.950000,

    0.316228, 0.316228, 0.316228, 0.950000,

    12.800000,

 

//黑曜石

    0.053750, 0.050000, 0.066250, 0.820000,

    0.182750, 0.170000, 0.225250, 0.820000,

    0.332741, 0.328634, 0.346435, 0.820000,

    38.400002,

 

//珍珠

    0.250000, 0.207250, 0.207250, 0.922000,

    1.000000, 0.829000, 0.829000, 0.922000,

    0.296648, 0.296648, 0.296648, 0.922000,

    11.264000,

 

//红宝石

    0.174500, 0.011750, 0.011750, 0.550000,

    0.614240, 0.041360, 0.041360, 0.550000,

    0.727811, 0.626959, 0.626959, 0.550000,

    76.800003,

 

//绿宝石、绿松石

    0.100000, 0.187250, 0.174500, 0.800000,

    0.396000, 0.741510, 0.691020, 0.800000,

    0.297254, 0.308290, 0.306678, 0.800000,

    12.800000,

 

//黑塑料

    0.000000, 0.000000, 0.000000, 1.000000,

    0.010000, 0.010000, 0.010000, 1.000000,

    0.500000, 0.500000, 0.500000, 1.000000,

    32.000000,

 

 

//黑橡胶

    0.020000, 0.020000, 0.020000, 1.000000,

    0.010000, 0.010000, 0.010000, 1.000000,

    0.400000, 0.400000, 0.400000, 1.000000,

    10.000000,

 

//紫罗兰

    0.110000, 0.060000, 0.090000, 1.000000,

    0.430000, 0.470000, 0.540000, 1.000000,

    0.330000, 0.330000, 0.520000, 1.000000,

    22.000000

};

 

glInit()仍然是启用光照,只是对场景背景作了些微调。

 

 

#include “materials.h”

……

int glInit()

{

   

    // 启用纹理映射

    glEnable(GL_TEXTURE_2D);

   

    //启用阴影平滑(Smooth Shading)

    glShadeModel(GL_SMOOTH);

   

    //调整场景背景颜色 

    glClearColor(0.2f,0.2f,0.2f,0.0f);

   

    //设置深度缓冲

    glClearDepth(1.0f);

 

    //启动深度测试

    glEnable(GL_DEPTH_TEST);

 

    //深度测试的类型

    glDepthFunc(GL_LEQUAL);

 

    //进行透视修正

    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);

   

   

    glLightfv(GL_LIGHT0, GL_AMBIENT , light_ambient );

    glLightfv(GL_LIGHT0, GL_DIFFUSE , light_diffuse );

    glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);

    glLightfv(GL_LIGHT0, GL_POSITION, light_position);

   

    glEnable(GL_LIGHTING);

    glEnable(GL_LIGHT0);

 

    return TRUE;

}

 

glMain()中,使用glMaterialfv()来给球体设置材质,为了便于计算,我们使用了glPushMatrix()glPopMatrix(),将20个球体分为4行,每行5个排列起来。

 

void glMain()

{

   

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glLoadIdentity();   //加载单位矩阵

    glTranslatef(-6.0f, -4.5f, -15.0f);

 

    for(int i=0; i<4; i++)

    {

        for(int j=0; j<5; j++)

        {

            glPushMatrix();

            glTranslatef(3*j, 3*i, 0.0f);

            glMaterialfv(GL_FRONT, GL_AMBIENT, &Materials[5*i+j][0]);

            glMaterialfv(GL_FRONT, GL_DIFFUSE, &Materials[5*i+j][4]);

            glMaterialfv(GL_FRONT, GL_SPECULAR, &Materials[5*i+j][8]);

            glMaterialfv(GL_FRONT, GL_SHININESS, &Materials[5*i+j][12]);

 

            auxSolidSphere(1.0);

            glPopMatrix();

        }

    }

 

    SwapBuffers(g_hDC);//交换前后缓冲区

} 

 

程序运行后可以看到,在白光的照射下,各球体都表现出了材质对应的颜色。其中每个面向Z轴的方向都呈现出了白色的亮点,这就是高光(HightLight)现象。之所以是白色,是因为我们设置的GL_LIGHT0光源的镜面光是白色。效果如图7-2所示。

实际上人们所看到的物体的颜色是光照颜色和材质颜色的组合。假设光照颜色为(LR, LG, LB, LA),材质颜色为(MR, MG, MB, MA),那么我们看到的颜色就是两者的积(LR*MR, LR*MR, LB*MB, LA*MA)。如果场景中有多个光源,则整个光照颜色为几个光源对应分量之和(LR0+LR1+…+LRn, LG0+LG1+…+LGn, LB0+LB1+…+LBn,其中n<8

 

7-2   材质

 

 

 

float Materials[][13]=

{

    //黄铜

    0.329412, 0.223529, 0.027451, 1.000000,

    0.780392, 0.568627, 0.113725, 1.000000,

    0.992157, 0.941176, 0.807843, 1.000000,

    27.897400,

 

    //青铜

    0.212500, 0.127500, 0.054000, 1.000000,

    0.714000, 0.428400, 0.181440, 1.000000,

    0.393548, 0.271906, 0.166721, 1.000000,

    25.600000,

 

    //亮青铜

    0.250000, 0.148000, 0.064750, 1.000000,

    0.400000, 0.236800, 0.103600, 1.000000,

    0.774597, 0.458561, 0.200621, 1.000000,

    76.800003,

 

    //

    0.250000, 0.250000, 0.250000, 1.000000,

    0.400000, 0.400000, 0.400000, 1.000000,

    0.774597, 0.774597, 0.774597, 1.000000,

    76.800003,

 

//

    0.191250, 0.073500, 0.022500, 1.000000,

    0.703800, 0.270480, 0.082800, 1.000000,

    0.256777, 0.137622, 0.086014, 1.000000,

    12.800000,

 

 

//亮铜

    0.229500, 0.088250, 0.027500, 1.000000,

    0.550800, 0.211800, 0.066000, 1.000000,

    0.580594, 0.223257, 0.069570, 1.000000,

    51.200001,

 

//

    0.247250, 0.199500, 0.074500, 1.000000,

    0.751640, 0.606480, 0.226480, 1.000000,

    0.628281, 0.555802, 0.366065, 1.000000,

    51.200001,

 

//亮金

    0.247250, 0.224500, 0.064500, 1.000000,

    0.346150, 0.314300, 0.090300, 1.000000,

    0.797357, 0.723991, 0.208006, 1.000000,

    83.199997,

 

//白蜡

    0.105882, 0.058824, 0.113725, 1.000000,

    0.427451, 0.470588, 0.541176, 1.000000,

    0.333333, 0.333333, 0.521569, 1.000000,

    9.846150,

 

//

    0.192250, 0.192250, 0.192250, 1.000000,

    0.507540, 0.507540, 0.507540, 1.000000,

    0.508273, 0.508273, 0.508273, 1.000000,

    51.200001,

 

//亮银色

    0.231250, 0.231250, 0.231250, 1.000000,

    0.277500, 0.277500, 0.277500, 1.000000,

    0.773911, 0.773911, 0.773911, 1.000000,

    89.599998,

 

//翡翠、祖母绿

    0.021500, 0.174500, 0.021500, 0.550000,

    0.075680, 0.614240, 0.075680, 0.550000,

    0.633000, 0.727811, 0.633000, 0.550000,

    76.800003,

 

//碧玉

    0.135000, 0.222500, 0.157500, 0.950000,

    0.540000, 0.890000, 0.630000, 0.950000,

    0.316228, 0.316228, 0.316228, 0.950000,

    12.800000,

 

//黑曜石

    0.053750, 0.050000, 0.066250, 0.820000,

    0.182750, 0.170000, 0.225250, 0.820000,

    0.332741, 0.328634, 0.346435, 0.820000,

    38.400002,

 

//珍珠

    0.250000, 0.207250, 0.207250, 0.922000,

    1.000000, 0.829000, 0.829000, 0.922000,

    0.296648, 0.296648, 0.296648, 0.922000,

    11.264000,

 

//红宝石

    0.174500, 0.011750, 0.011750, 0.550000,

    0.614240, 0.041360, 0.041360, 0.550000,

    0.727811, 0.626959, 0.626959, 0.550000,

    76.800003,

 

//绿宝石、绿松石

    0.100000, 0.187250, 0.174500, 0.800000,

    0.396000, 0.741510, 0.691020, 0.800000,

    0.297254, 0.308290, 0.306678, 0.800000,

    12.800000,

 

//黑塑料

    0.000000, 0.000000, 0.000000, 1.000000,

    0.010000, 0.010000, 0.010000, 1.000000,

    0.500000, 0.500000, 0.500000, 1.000000,

    32.000000,

 

 

//黑橡胶

    0.020000, 0.020000, 0.020000, 1.000000,

    0.010000, 0.010000, 0.010000, 1.000000,

    0.400000, 0.400000, 0.400000, 1.000000,

    10.000000,

 

//紫罗兰

    0.110000, 0.060000, 0.090000, 1.000000,

    0.430000, 0.470000, 0.540000, 1.000000,

    0.330000, 0.330000, 0.520000, 1.000000,

    22.000000

};

 

glInit()仍然是启用光照,只是对场景背景作了些微调。

 

 

#include “materials.h”

……

int glInit()

{

   

    // 启用纹理映射

    glEnable(GL_TEXTURE_2D);

   

    //启用阴影平滑(Smooth Shading)

    glShadeModel(GL_SMOOTH);

   

    //调整场景背景颜色 

    glClearColor(0.2f,0.2f,0.2f,0.0f);

   

    //设置深度缓冲

    glClearDepth(1.0f);

 

    //启动深度测试

    glEnable(GL_DEPTH_TEST);

 

    //深度测试的类型

    glDepthFunc(GL_LEQUAL);

 

    //进行透视修正

    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);

   

   

    glLightfv(GL_LIGHT0, GL_AMBIENT , light_ambient );

    glLightfv(GL_LIGHT0, GL_DIFFUSE , light_diffuse );

    glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);

    glLightfv(GL_LIGHT0, GL_POSITION, light_position);

   

    glEnable(GL_LIGHTING);

    glEnable(GL_LIGHT0);

 

    return TRUE;

}

 

glMain()中,使用glMaterialfv()来给球体设置材质,为了便于计算,我们使用了glPushMatrix()glPopMatrix(),将20个球体分为4行,每行5个排列起来。

 

void glMain()

{

   

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glLoadIdentity();   //加载单位矩阵

    glTranslatef(-6.0f, -4.5f, -15.0f);

 

    for(int i=0; i<4; i++)

    {

        for(int j=0; j<5; j++)

        {

            glPushMatrix();

            glTranslatef(3*j, 3*i, 0.0f);

            glMaterialfv(GL_FRONT, GL_AMBIENT, &Materials[5*i+j][0]);

            glMaterialfv(GL_FRONT, GL_DIFFUSE, &Materials[5*i+j][4]);

            glMaterialfv(GL_FRONT, GL_SPECULAR, &Materials[5*i+j][8]);

            glMaterialfv(GL_FRONT, GL_SHININESS, &Materials[5*i+j][12]);

 

            auxSolidSphere(1.0);

            glPopMatrix();

        }

    }

 

    SwapBuffers(g_hDC);//交换前后缓冲区

} 

 

程序运行后可以看到,在白光的照射下,各球体都表现出了材质对应的颜色。其中每个面向Z轴的方向都呈现出了白色的亮点,这就是高光(HightLight)现象。之所以是白色,是因为我们设置的GL_LIGHT0光源的镜面光是白色。效果如图7-2所示。

实际上人们所看到的物体的颜色是光照颜色和材质颜色的组合。假设光照颜色为(LR, LG, LB, LA),材质颜色为(MR, MG, MB, MA),那么我们看到的颜色就是两者的积(LR*MR, LR*MR, LB*MB, LA*MA)。如果场景中有多个光源,则整个光照颜色为几个光源对应分量之和(LR0+LR1+…+LRn, LG0+LG1+…+LGn, LB0+LB1+…+LBn,其中n<8

 

 

 

 

7-2   材质

 

 

 

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