发信人: yxy (田丝丝#冬眠的小肥鹰), 信区: GAME_Designer 
标  题: OPENGL(7) 
发信站: BBS 水木清华站 (Mon Jan 19 11:20:59 1998) 
 
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: 
//////////////////////////////////////////////////////////////////////// 
//sample.cpp 
#include "glos.h" 
#include <GL/gl.h> 
#include <GL/glaux.h> 
#include "windows.h" 
void 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); 
else 
  glOrtho(-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。 
////////////////////////////////////////////////////////////////// 
//sample.cpp 
#include "glos.h" 
#include <GL/gl.h> 
#include <GL/glaux.h> 
#include "windows.h" 
void 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); 
else 
  glOrtho(-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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