1、实验7OpenGL光照实验7 OpenGL光照一、 实验目的 了解掌握OpenGL程序的光照与材质,能正确使用光源与材质函数设置所需的绘制效果。二、 实验内容(1)下载并运行Nate Robin教学程序包中的lightmaterial程序,试验不同的光照与材质系数;(2)运行示范代码1,了解光照与材质函数使用。三、 实验原理为在场景中增加光照,需要执行以下步骤:(1) 设置一个或多个光源,设定它的有关属性;(2) 选择一种光照模型;(3) 设置物体的材料属性。具体见教材第8章8.6节用OpenGL生成真实感图形的相关内容。四、 实验代码#include#includestatic int ye
2、ar =0,day=0;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(材质指定,单值材质参数,具体
3、指针); glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);/镜面反射光的反射系数 glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess);/镜面反射指数 /glLightfv(光源,属性名,属性值); glLightfv(GL_LIGHT0, GL_POSITION, light_position); /光源位置 glLightfv(GL_LIGHT0, GL_DIFFUSE, white_light); /漫放射光分量强度 glLightfv(GL_LIGHT0, GL_SPECULAR, white
4、_light); /折射光强度 glLightModelfv(GL_LIGHT_MODEL_AMBIENT,Light_Model_Ambient);/光源2 GL_LIGHT1 GLfloat mat_specular1=1.0,1.0,1.0,1.0; GLfloat mat_shininess1=50.0; GLfloat light_position1=0.0,0.0,0.0,0.0; GLfloat red_light=1.0,0.0,0.0,1.0; GLfloat Light_Model_Ambient1=0.2,0.2,0.2,1.0; glLightfv(GL_LIGHT1,
5、 GL_POSITION, light_position1); /光源位置 glLightfv(GL_LIGHT1, GL_DIFFUSE, red_light); /漫放射光分量强度 glLightfv(GL_LIGHT1, GL_SPECULAR, red_light); /折射光强度 glLightModelfv(GL_LIGHT_MODEL_AMBIENT,Light_Model_Ambient1); /开启灯光 glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); glEnable(GL_DEPTH_TEST
6、); void display(void) glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glPushMatrix(); / 定义太阳的材质并绘制太阳 GLfloat sun_mat_ambient = 1.0f, 0.0f, 0.0f, 1.0f; /定义材质的环境光颜色,偏红色 GLfloat sun_mat_diffuse = 0.5f, 0.5f, 0.0f, 1.0f; /定义材质的漫反射光颜色,偏红色 GLfloat sun_mat_specular = 1.0f,0.0f, 0.0f, 1.0f; /定义材质的镜面反射光颜色,
7、红色 GLfloat sun_mat_emission = 0.0f, 0.0f, 0.0f, 1.0f; /定义材质的辐射光颜色,为0 GLfloat sun_mat_shininess = 32.0f; glMaterialfv(GL_FRONT,GL_AMBIENT,sun_mat_ambient); glMaterialfv(GL_FRONT,GL_DIFFUSE,sun_mat_diffuse); glMaterialfv(GL_FRONT,GL_SPECULAR,sun_mat_specular); glMaterialfv(GL_FRONT,GL_EMISSION,sun_mat
8、_emission); glMaterialf (GL_FRONT,GL_SHININESS,sun_mat_shininess); glutSolidSphere(0.5,40,16);/太阳 glRotatef(GLfloat) year,0.0,1.0,0.0); glPushMatrix(); GLfloat earth_mat_ambient = 0.0f, 0.0f, 1.0f, 1.0f; /定义材质的环境光颜色,偏蓝色 GLfloat earth_mat_diffuse = 0.0f, 0.0f, 0.5f, 1.0f; /定义材质的漫反射光颜色,偏蓝色 GLfloat ear
9、th_mat_specular = 1.0f, 0.0f, 0.0f, 1.0f; /定义材质的镜面反射光颜色,红色 GLfloat earth_mat_emission = 0.0f, 0.0f, 0.0f, 1.0f; /定义材质的辐射光颜色,为0 GLfloat earth_mat_shininess = 30.0f; glMaterialfv(GL_FRONT, GL_AMBIENT, earth_mat_ambient); glMaterialfv(GL_FRONT, GL_DIFFUSE, earth_mat_diffuse); glMaterialfv(GL_FRONT, GL_
10、SPECULAR, earth_mat_specular); glMaterialfv(GL_FRONT, GL_EMISSION, earth_mat_emission); glMaterialf (GL_FRONT, GL_SHININESS, earth_mat_shininess); glTranslatef(0.8,0.0,0.0); glRotatef(GLfloat) day,0.0,1.0,0.5);/位置变化 glutSolidSphere(0.2,20,8);/地球 GLfloat earth_mat_ambient = 0.0f, 1.0f, 0.0f, 1.0f; /定
11、义材质的环境光颜色,偏绿色 GLfloat earth_mat_diffuse = 0.0f, 0.5f, 0.0f, 1.0f; /定义材质的漫反射光颜色,偏绿色 GLfloat earth_mat_specular = 1.0f, .0f, 0.0f, 1.0f; /定义材质的镜面反射光颜色,红色 GLfloat earth_mat_emission = 0.0f, 0.0f, 0.0f, 1.0f; /定义材质的辐射光颜色,为0 GLfloat earth_mat_shininess = 30.0f; glMaterialfv(GL_FRONT, GL_AMBIENT, earth_ma
12、t_ambient); glMaterialfv(GL_FRONT, GL_DIFFUSE, earth_mat_diffuse); glMaterialfv(GL_FRONT, GL_SPECULAR, earth_mat_specular); glMaterialfv(GL_FRONT, GL_EMISSION, earth_mat_emission); glMaterialf (GL_FRONT, GL_SHININESS, earth_mat_shininess); glTranslatef(0.4,0.0,0.0); glRotatef(GLfloat) day,0.0,1.0,0.
13、0); glutSolidSphere(0.1,20,8);/月亮 glPopMatrix(); glPopMatrix(); glutSwapBuffers(); 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); el
14、se 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(); gluLookAt(0.0,0.0,5.0,0.0,0.0,0.0,0.0,1.0,0.0);void keyboard(unsigned char key, int x,int y) switch (key) case d: day=(day+10)%360; glutPostRedisplay(); break; case D:
15、day=(day-10)%360; glutPostRedisplay(); break; case y: year=(year + 5)%360; glutPostRedisplay(); break; case Y: year=(year-5)%360; glutPostRedisplay(); break; case 27: exit(0); break; default:break; int main(int argc,char *argv) glutInit(&argc,argv); glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPT
16、H); glutInitWindowSize(500,500); glutInitWindowPosition(100,100); glutCreateWindow(argv0); init(); glutDisplayFunc(display); glutReshapeFunc(reshape); glutKeyboardFunc(keyboard); glutMainLoop(); return 0;五、 实验结果以下是实验结果截图:六、 实验分析实验中,两个主要函数,glMaterialfv(材质指定,单值材质参数,具体指针),设置图形材质,glLightfv(光源,属性名,属性值),用来设置光源。通过这两个函数的配合,实现不同的灯光效果。
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