转自:http://blog.csdn.net/h88566/article/details/7587939
1.创建、定位和启用光源
(1)定义光源的颜色和位置
GLfloat ambient[] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat position[] = { 0.0, 3.0, 2.0, 0.0 };
(2)创建光源
glLightfv(GL_LIGHT1, GL_AMBIENT, ambient); // Setup The Ambient Light设置环境光
glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse); // Setup The Diffuse Light设置漫射光
glLightfv(GL_LIGHT1, GL_POSITION,position); // Position The Light设置光源位置
(3)启动光照和光源
glEnable(GL_LIGHTING); // 启动光照
glEnable(GL_LIGHT1); // Enable Light One启用一号光源
2.选择光照模型
GLfloat lmodel_ambient[] = { 0.4, 0.4, 0.4, 1.0 };
GLfloat local_view[] = { 0.0 };
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view);
3.定义材质
(1)材料属性
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};
(2)指定材料属性
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);
4.绘制物体
glutSolidSphere(1.0, 16, 16);
小结:
即使用 glLightfv 设置光(环境光、散射光等等)的颜色,使用 glLightModelfv设置关照的模式,使用glMaterialfv设置物体材料的颜色。
引用OpenGL编程指南中的例子:
- void init(void)
- {
- GLfloat ambient[] = { 0.0, 0.0, 0.0, 1.0 };
- GLfloat diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
- GLfloat position[] = { 0.0, 3.0, 2.0, 0.0 };
- GLfloat lmodel_ambient[] = { 0.4, 0.4, 0.4, 1.0 };
- GLfloat local_view[] = { 0.0 };
- glClearColor(0.0, 0.1, 0.1, 0.0);
- glEnable(GL_DEPTH_TEST);
- glShadeModel(GL_SMOOTH);
- glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
- glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
- glLightfv(GL_LIGHT0, GL_POSITION, position);
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
- glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view);
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- }
- void display(void)
- {
- 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};
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- /* draw sphere in first row, first column
- * diffuse reflection only; no ambient or specular
- */
- 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);
- glutSolidSphere(1.0, 16, 16);
- glPopMatrix();
- /* draw sphere in first row, second column
- * diffuse and specular reflection; low shininess; no ambient
- */
- 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);
- glutSolidSphere(1.0, 16, 16);
- glPopMatrix();
- /* draw sphere in first row, third column
- * diffuse and specular reflection; high shininess; no ambient
- */
- 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);
- glutSolidSphere(1.0, 16, 16);
- glPopMatrix();
- /* draw sphere in first row, fourth column
- * diffuse reflection; emission; no ambient or specular reflection
- */
- 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);
- glutSolidSphere(1.0, 16, 16);
- glPopMatrix();
- /* draw sphere in second row, first column
- * ambient and diffuse reflection; no specular
- */
- 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);
- glutSolidSphere(1.0, 16, 16);
- glPopMatrix();
- /* draw sphere in second row, second column
- * ambient, diffuse and specular reflection; low shininess
- */
- 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);
- glutSolidSphere(1.0, 16, 16);
- glPopMatrix();
- /* draw sphere in second row, third column
- * ambient, diffuse and specular reflection; high shininess
- */
- 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);
- glutSolidSphere(1.0, 16, 16);
- glPopMatrix();
- /* draw sphere in second row, fourth column
- * ambient and diffuse reflection; emission; no specular
- */
- 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);
- glutSolidSphere(1.0, 16, 16);
- glPopMatrix();
- /* draw sphere in third row, first column
- * colored ambient and diffuse reflection; no specular
- */
- 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);
- glutSolidSphere(1.0, 16, 16);
- glPopMatrix();
- /* draw sphere in third row, second column
- * colored ambient, diffuse and specular reflection; low shininess
- */
- 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);
- glutSolidSphere(1.0, 16, 16);
- glPopMatrix();
- /* draw sphere in third row, third column
- * colored ambient, diffuse and specular reflection; high shininess
- */
- 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);
- glutSolidSphere(1.0, 16, 16);
- glPopMatrix();
- /* draw sphere in third row, fourth column
- * colored ambient and diffuse reflection; emission; no specular
- */
- 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);
- glutSolidSphere(1.0, 16, 16);
- glPopMatrix();
- glFlush();
- }
- void reshape(int w, int h)
- {
- glViewport(0, 0, w, h);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- if (w <= (h * 2))
- glOrtho (-6.0, 6.0, -3.0*((GLfloat)h*2)/(GLfloat)w,
- 3.0*((GLfloat)h*2)/(GLfloat)w, -10.0, 10.0);
- else
- glOrtho (-6.0*(GLfloat)w/((GLfloat)h*2),
- 6.0*(GLfloat)w/((GLfloat)h*2), -3.0, 3.0, -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 (600, 450);
- glutCreateWindow(argv[0]);
- init();
- glutReshapeFunc(reshape);
- glutDisplayFunc(display);
- glutKeyboardFunc (keyboard);
- glutMainLoop();
- return 0;
- }