OpenGL材质

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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.cppvoid 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);elseglOrtho(-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.cppvoid 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);elseglOrtho(-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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