第九课,OpenGL光照之材质

物体材质

在冯氏模型中,一个物体的材质由:全局光照系数,漫反射光照系数,反射光照系数,反射高光半径系数决定。
分别由:ambient,diffuse,specular,shininess表示。

材质系数

The numbers

NameAmbientDiffuseSpecularShininess
emerald0.0215 0.1745 0.02150.07568 0.61424 0.075680.633 0.727811 0.6330.6
jade0.135 0.2225 0.15750.54 0.89 0.630.316228 0.316228 0.3162280.1
obsidian0.05375 0.05 0.066250.18275 0.17 0.225250.332741 0.328634 0.3464350.3
pearl0.25 0.20725 0.207251 0.829 0.8290.296648 0.296648 0.2966480.088
ruby0.1745 0.01175 0.011750.61424 0.04136 0.041360.727811 0.626959 0.6269590.6
turquoise0.1 0.18725 0.17450.396 0.74151 0.691020.297254 0.30829 0.3066780.1
brass0.329412 0.223529 0.0274510.780392 0.568627 0.1137250.992157 0.941176 0.8078430.21794872
bronze0.2125 0.1275 0.0540.714 0.4284 0.181440.393548 0.271906 0.1667210.2
chrome0.25 0.25 0.250.4 0.4 0.40.774597 0.774597 0.7745970.6
copper0.19125 0.0735 0.02250.7038 0.27048 0.08280.256777 0.137622 0.0860140.1
gold0.24725 0.1995 0.07450.75164 0.60648 0.226480.628281 0.555802 0.3660650.4
silver0.19225 0.19225 0.192250.50754 0.50754 0.507540.508273 0.508273 0.5082730.4
black plastic0.0 0.0 0.00.01 0.01 0.010.50 0.50 0.500.25
cyan plastic0.0 0.1 0.060.0 0.50980392 0.509803920.50196078 0.50196078 0.501960780.25
green plastic0.0 0.0 0.00.1 0.35 0.10.45 0.55 0.450.25
red plastic0.0 0.0 0.00.5 0.0 0.00.7 0.6 0.60.25
white plastic0.0 0.0 0.00.55 0.55 0.550.70 0.70 0.700.25
yellow plastic0.0 0.0 0.00.5 0.5 0.00.60 0.60 0.500.25
black rubber0.02 0.02 0.020.01 0.01 0.010.4 0.4 0.40.078125
cyan rubber0.0 0.05 0.050.4 0.5 0.50.04 0.7 0.70.078125
green rubber0.0 0.05 0.00.4 0.5 0.40.04 0.7 0.040.078125
red rubber0.05 0.0 0.00.5 0.4 0.40.7 0.04 0.040.078125
white rubber0.05 0.05 0.050.5 0.5 0.50.7 0.7 0.70.078125
yellow rubber0.05 0.05 0.00.5 0.5 0.40.7 0.7 0.040.078125

How to use it

OpenGL

Multiply the shininess by 128!

  mat[0] = ambr;
  mat[1] = ambg;
  mat[2] = ambb;
  mat[3] = 1.0;
  glMaterialfv(GL_FRONT, GL_AMBIENT, mat);
  mat[0] = difr;
  mat[1] = difg;
  mat[2] = difb;
  glMaterialfv(GL_FRONT, GL_DIFFUSE, mat);
  mat[0] = specr;
  mat[1] = specg;
  mat[2] = specb;
  glMaterialfv(GL_FRONT, GL_SPECULAR, mat);
  glMaterialf(GL_FRONT, GL_SHININESS, shine * 128.0);
VRML97

Compute ambientIntensity as (0.212671ambr + 0.715160ambg + 0.072169ambb)/(0.212671difr + 0.715160difg + 0.072169difb)

Material {
  ambientIntensity  amb
  diffuseColor      difr digg difb
  specularColor     specr specg specb
  shininess         shine
}

引用地址-----
http://devernay.free.fr/cours/opengl/materials.html

http://web.archive.org/web/20100725103839/http://www.cs.utk.edu/~kuck/materials_ogl.htm

http://www.it.hiof.no/~borres/j3d/explain/light/p-materials.html

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