1.实验目的:
- 通过示范代码1,理解简单光照明模型的基本原理与实现;
- 通过示范代码2和太阳系示范代码,学习与掌握OpenGL光照与材质设置与使用方法。
2.实验内容:
在示范代码1基础上,按以下要求修改:
(1) 阅读和修改示范代码中的有关参数,产生不同光照效果,观察显示效果。挑选两张修改的效果图保存为图1-2,与对应修改的代码一起保存至word实验文档中(15分钟);
(2) 将代码中的球面改为圆锥面,将圆锥面的光照效果图存为图3,与对应修改的代码一起保存至word实验文档中(25分钟);
在示范代码2的基础上,按以下要求完成任务:
(3) 阅读和修改示范代码2中的有关参数,产生不同光照效果,观察显示效果。挑选两张修改的效果图保存为图4-5,与对应修改的代码一起保存至word实验文档中(15分钟);
(4)参考太阳系示范代码,该代码显示一个简单的太阳系模型,尝试为其增加光照与材质效果,挑选两张修改的效果图保存为图6-7,与对应修改的代码一起保存至word实验文档中(25分钟);
(5) 整理word实验文档,将其命名为“序号-姓名-Prj6.doc”,电子版提交至雨课堂,A4打印稿下一次课前或实验课前提交。
3.实验原理:
Phong光照明模型是由物体表面上一点P反射到视点的光强I为环境光的反射光强Ie、理想漫反射光强Id、和镜面反射光Is的总和,即
I
=
I
a
k
a
+
I
p
K
d
(
L
N
)
+
I
p
K
s
(
R
V
)
n
I = I_a k_a + I_p K_d(LN) + I_p K_s(RV)^n
I=Iaka+IpKd(LN)+IpKs(RV)n
其中R,V,N为单位矢量;
I
p
I_p
Ip为点光源发出的入射光强;
I
a
I_a
Ia为环境光的漫反射光强;
K
a
K_a
Ka环境光的漫反射系数;
K
d
K_d
Kd漫反射系数( )取决于表面的材料;
K
s
K_s
Ks镜面反射系数( );n幂次,用以模拟反射光的空间分布,表面越光滑,n越大。
在用Phong模型进行真实感图形计算时,对物体表面上的每个点P,均需计算光线的反射方向R,再由V计算 。为减少计算量,我们可以作如下假设:a)光源在无穷远处,即光线方向L为常数;b)视点在无穷远处,即视线方向V为常数;c)用 近似 。这里H为L和V的角平分向量, 。在这种简化下,由于对所有的点总共只需计算一次H的值,节省了计算时间。结合RGB颜色模型,Phong光照明模型的最终形式详见教材公式(8.21)。
示范代码1中,光源在无穷远处,光线方向为单位向量L(0.5, 0.5, 0.707),视点在无穷远处,视线方向V为(0, 0, 1)。
4.示范代码:
(1) 示范代码1-球面简单光照模型效果图
#include <GL/glut.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
struct Vector
{
float fx, fy, fz;
};
struct Color
{
float Ir, Ig, Ib;
};
float KaIa;//环境光强度
float Kd, n;
Vector H,light;
Color mLight, mColor;//mLight表示漫反射光与镜面反射光强度
GLboolean bLight = false;
void CirclePt(int x0, int y0, int x, int y, Color mColor)
{
glColor3ub (mColor.Ir, mColor.Ig, mColor.Ib);
glBegin(GL_POINTS);
glVertex2i ( x+x0, y+y0);//x,y
glVertex2i ( -x+x0, y+y0);//-x,y
glVertex2i ( x+x0, -y+y0);//x, -y
glVertex2i ( -x+x0, -y+y0);//-x, -y
glVertex2i ( y+x0, x+y0);//y, x
glVertex2i ( y+x0, -x+y0);//y, -x
glVertex2i ( -y+x0, x+y0);//-y, x
glVertex2i ( -y+x0,-x+y0);//-y, -x
glEnd();
}
//中点圆生成算法
void MidCircle(int x0, int y0, int r, Color mColor)
{
int x,y,deltax,deltay,d;
x = 0;
y = r;
deltax = 3;
deltay = 5-r-r;
d = 1-r;
CirclePt( x0, y0, x, y, mColor);
while(x<y)
{
if(d<0)
{
d += deltax;
deltax += 2;
deltay += 2;
x++;
}
else
{
d += deltay;
deltax += 2;
deltay += 4;
x++;
y--;
}
CirclePt( x0, y0, x, y, mColor);
}
}
//填充圆域为圆饼
void FlatCircle(int x0, int y0, int r, Color mColor)
{
int x,y,deltax,deltay,d;
x = 0;
y = r;
deltax = 3;
deltay = 5-r-r;
d = 1-r;
glColor3ub (mColor.Ir, mColor.Ig, mColor.Ib);
glBegin(GL_POINTS);
{
for(int i=-x;i<=x;i++)
{
glVertex2i (i+x0,y+y0);
glVertex2i (i+x0,-y+y0);
}
for(int i=-y;i<=y;i++)
{
glVertex2i (i+x0,x+y0);
glVertex2i (i+x0,-x+y0);
}
while(x<y)
{
if(d<0)
{
d += deltax;
deltax += 2;
deltay += 2;
x++;
}
else
{
d += deltay;
deltax += 2;
deltay += 4;
x++;
y--;
}
for(int i=-x;i<=x;i++)
{
glVertex2i (i+x0,y+y0);
glVertex2i (i+x0,-y+y0);
}
for(int i=-y;i<=y;i++)
{
glVertex2i (i+x0,x+y0);
glVertex2i (i+x0,-x+y0);
}
}
}
glEnd();
}
//初始化设定
void Init()
{
float mo;
Vector eye;
mLight.Ir = 0;
mLight.Ig = 175;
mLight.Ib = 0;
KaIa=80;
Kd = 1;
n = 10;
light.fx=0.50;light.fy=0.50;
light.fz = sqrt(1-(light.fx*light.fx)-(light.fy*light.fy));
eye.fx=0;eye.fy=0;eye.fz=1;
H.fx=light.fx+eye.fx;
H.fy=light.fy+eye.fy;
H.fz=light.fz+eye.fz;
mo=sqrt(H.fx*H.fx+H.fy*H.fy+H.fz*H.fz);
H.fx=(H.fx/mo);H.fy=(H.fy/mo);H.fz=(H.fz/mo);
H.fx=(H.fx/mo);H.fy=(H.fy/mo);H.fz=(H.fz/mo);
glClearColor(0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_SMOOTH);
}
//根据Phong模型计算光强
Color Phong(int x0, int y0, int r, int x, int y)
{
Vector N;
float z,alpha,theta,Ks;
Ks=1.0-Kd;
z=sqrt((float)(r*r-(x-x0)*(x-x0)-(y-y0)*(y-y0)));
N.fx=(x-x0)*1.0/r;
N.fy=(y-y0)*1.0/r;
N.fz = z*1.0/r;
theta = N.fx * light.fx + N.fy * light.fy + N.fz * light.fz;
if(theta<0)
theta=0;
alpha=H.fx*N.fx+H.fy*N.fy+H.fx*N.fz;
if(alpha<0)
alpha=0;
mColor.Ir=KaIa+mLight.Ir*Kd*theta+mLight.Ir*Ks*pow(alpha,n);
mColor.Ig=KaIa+mLight.Ig*Kd*theta+mLight.Ig*Ks*pow(alpha,n);
mColor.Ib=KaIa+mLight.Ib*Kd*theta+mLight.Ib*Ks*pow(alpha,n);
return mColor;
}
//根据计算的光强按球体的结果着色
void Sphere(int x0, int y0, int r)
{
int x,y,deltax,deltay,d;
x = 0;
y = r;
deltax = 3;
deltay = 5-r-r;
d = 1-r;
glBegin(GL_POINTS);
{
for(int i=-x;i<=x;i++)
{
mColor=Phong(x0,y0,r,i+x0,y+y0);
glColor3ub (mColor.Ir, mColor.Ig, mColor.Ib); glVertex2i (i+x0,y+y0);
glColor3ub (mColor.Ir, mColor.Ig, mColor.Ib); glVertex2i (i+x0,-y+y0);
}
for(int i=-y;i<=y;i++)
{
mColor=Phong(x0,y0,r,i+x0,x+y0);
glColor3ub (mColor.Ir, mColor.Ig, mColor.Ib); glVertex2i (i+x0,x+y0);
glColor3ub (mColor.Ir, mColor.Ig, mColor.Ib); glVertex2i (i+x0,-x+y0);
}
while(x<y)
{
if(d<0)
{
d += deltax;
deltax += 2;
deltay += 2;
x++;
}
else
{
d += deltay;
deltax += 2;
deltay += 4;
x++;
y--;
}
for(int i=-x;i<=x;i++)
{
mColor=Phong(x0,y0,r,i+x0,y+y0);
glColor3ub (mColor.Ir, mColor.Ig, mColor.Ib); glVertex2i (i+x0,y+y0);
glColor3ub (mColor.Ir, mColor.Ig, mColor.Ib); glVertex2i (i+x0,-y+y0);
}
for(int i=-y;i<=y;i++)
{
mColor=Phong(x0,y0,r,i+x0,x+y0);
glColor3ub (mColor.Ir, mColor.Ig, mColor.Ib); glVertex2i (i+x0,x+y0);
glColor3ub (mColor.Ir, mColor.Ig, mColor.Ib); glVertex2i (i+x0,-x+y0);
}
}
}
glEnd();
}
void myDisplay()
{
glClear(GL_COLOR_BUFFER_BIT);
glColor3f (1.0f, 1.0f, 1.0f);
Color clr;
clr.Ir = 180, clr.Ig = 180, clr.Ib = 180;
MidCircle(100, 200, 50, clr);
FlatCircle(250, 200, 50, clr);
Sphere(400, 200, 50);
glFlush();
}
void Reshape(int w, int h)
{
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0.0, (GLdouble) w, 0.0, (GLdouble) h);
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE);
glutInitWindowPosition(100, 100);
glutInitWindowSize(500, 400);
glutCreateWindow("Hello Light!");
Init();
glutDisplayFunc(myDisplay);
glutReshapeFunc(Reshape);
glutMainLoop();
return 0;
}
程序运行结果:
图1
(2) 示范代码2-OpenGL光照与材质下球体效果图
#include <GL/glut.h>
#include <stdlib.h>
// Initialize material property, light source, lighting model, and depth buffer.
void init(void)
{
GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat mat_shininess[] = { 50.0 };
GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };
GLfloat white_light[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat Light_Model_Ambient[] = { 0.2 , 0.2 , 0.2 , 1.0 }; //
glClearColor(0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_SMOOTH);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glLightfv(GL_LIGHT0, GL_DIFFUSE, white_light);
glLightfv(GL_LIGHT0, GL_SPECULAR, white_light);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, Light_Model_Ambient); //
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glutSolidSphere (0.5, 20, 16);
//glutSolidTeapot(0.5);
glFlush();
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
glOrtho(-1.5, 1.5, -1.5*(GLfloat)h / (GLfloat)w,
1.5*(GLfloat)h / (GLfloat)w, -10.0, 10.0);
else
glOrtho(-1.5*(GLfloat)w / (GLfloat)h,
1.5*(GLfloat)w / (GLfloat)h, -1.5, 1.5, -10.0, 10.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(500, 500);
glutInitWindowPosition(100, 100);
glutCreateWindow(argv[0]);
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMainLoop();
return 0;
}
程序运行结果:
图2