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实验7 OpenGL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<GL/glut.h>#include<stdlib.h>static int year =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_light); //折射光强度glLightModelfv(GL_LIGHT_MODEL_AMBIENT,Light_Model_Ambient);//光源2 GL_LIGHT1GLfloat 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, 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);}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,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0GLfloat 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_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 earth_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0GLfloat 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_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0GLfloat 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_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,0.0,1.0,0.0);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);}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();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':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_DEPTH);glutInitWindowSize(500,500);glutInitWindowPosition(100,100);glutCreateWindow(argv[0]);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。

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