OpenGL Lighting & Color feature

本文深入探讨OpenGL中灯光效果如何与颜色、材质及纹理协同工作,解析光照模型、材料属性设置,以及解决颜色覆盖和纹理混合问题的方法。通过示例程序展示不同设置下光照与纹理的交互效果。

opengl_lighting_flowchart This is a very good article that clean up my way to get close to OpenGL. This article address the issue about how glColor, glMaterial, glLight and glTexture works together to get the final effect that you have expected.

In OpenGL, when you enable the lighting, the glColor that used to set the vertex color will be overwrite. It seems OpenGL allows only one vertex color channel at all time. At the same time you need to set up the light source with glLight and set up material property for each polygon with glMaterial, of course you should provide vertex normal with glNormal command. All is almost all you need to do with the OpenGL lighting feature. In addition to those settings, you could set up some advance feature like glLightModel, set the light model, whether front and back surface have the same lighting effect or double sided. Most of time the default value will be OK.
Every time you want to have different lighting effect, you need to switch the material settings. The glMaterial function is not effective at all and could not work with some OpenGL advanced feature well. To address this issue, you could enable GL_COLOR_MATEERIAL to use glColor to set up some material lighting components color and gain some good performance at the same time.
At the end of the above pass, you will get some color or no color for each vertex. But how about the final color if I have a texture bind?  Here is the result, that I will continue to tell you:

OpenGL_Lighting

As you see, there are four result that you will have when you have different settings. The vertex color will always blend with the texture color if have one. And  this will cause another serious problem here is that, when you call glColor at somewhere. Because the OpenGL works like a state machine. It will keep the current state until some one change it later. And the vertex color always there, you could not clean it up at all. On way to fix this problem is that you fill it with a totally white color, like glColor4f(1, 1, 1, 1). Or you could customize the texture stage, and specify the final color will get from the texture instead of vertex color or other color calculating functions. Both of them could address this issue. Of course, the first one solution seems much easier. To get all those staff work together, a demo program with some documents provided here.

 

A Sample Program

screen_shot6-300x237 This program was written based on the NeHe OpenGL Lesson06. You could press different number key on you keyboard to see the different effect. Some of them are the same, that is normal.

Here some some points I should be mentioned:

1) When glLight for light source position, the current matrix will impact on the light position and direction. The Beast way to do that is like following:

glPushMatrix();
    glLoadIndentity();
    glLightfv(GL_LIGHT0,GL_POSITION,light_position);
     //
glPopMatrix();

 

2) When you set the GL_POSTION with glLight function, you should take care the fourth component ‘w’ of the position (x, y, z, w). If w was 0, the current light will be a directional light source. If w was non-ZERO (usually 1), then the current light will be a positional light source.

转载于:https://www.cnblogs.com/open-coder/archive/2012/08/24/2653543.html

源码地址: https://pan.quark.cn/s/d1f41682e390 miyoubiAuto 米游社每日米游币自动化Python脚本(务必使用Python3) 8更新:更换cookie的获取地址 注意:禁止在B站、贴吧、或各大论坛大肆传播! 作者已退游,项目不维护了。 如果有能力的可以pr修复。 小引一波 推荐关注几个非常可爱有趣的女孩! 欢迎B站搜索: @嘉然今天吃什么 @向晚大魔王 @乃琳Queen @贝拉kira 第三方库 食用方法 下载源码 在Global.py中设置米游社Cookie 运行myb.py 本地第一次运行时会自动生产一个文件储存cookie,请勿删除 当前仅支持单个账号! 获取Cookie方法 浏览器无痕模式打开 http://user.mihoyo.com/ ,登录账号 按,打开,找到并点击 按刷新页面,按下图复制 Cookie: How to get mys cookie 当触发时,可尝试按关闭,然后再次刷新页面,最后复制 Cookie。 也可以使用另一种方法: 复制代码 浏览器无痕模式打开 http://user.mihoyo.com/ ,登录账号 按,打开,找到并点击 控制台粘贴代码并运行,获得类似的输出信息 部分即为所需复制的 Cookie,点击确定复制 部署方法--腾讯云函数版(推荐! ) 下载项目源码和压缩包 进入项目文件夹打开命令行执行以下命令 xxxxxxx为通过上面方式或取得米游社cookie 一定要用双引号包裹!! 例如: png 复制返回内容(包括括号) 例如: QQ截图20210505031552.png 登录腾讯云函数官网 选择函数服务-新建-自定义创建 函数名称随意-地区随意-运行环境Python3....
内容概要:本文围绕《CentOS服务器环境搭建实战项目在毕业设计方面的应用——从零部署到高可用Web服务》,系统讲解了如何基于CentOS Stream 9搭建可复现、可答辩、可扩展的服务端原型,涵盖基础设施即代码(IaC)、安全配置(SELinux/Firewalld)、高性能Web架构(Nginx + uWSGI + Flask)、HTTPS加密(Let’s Encrypt)及监控体系(Prometheus + Grafana)等核心技术。通过Ansible自动化部署、Flask应用开发与Nginx反向代理配置,结合真实代码案例,帮助学生在4~6周内完成具备真实实验数据支撑的毕业设计。; 适合人群:计算机、软件工程、大数据、人工智能等专业的应届本科或研究生毕业生,具备Linux基础和基本编程能力者优先。; 使用场景及目标:①用于构建高并发博客、深度学习推理平台或边缘计算网关等毕业设计课题;②实现在论文中展示自动化部署、性能优化、安全加固和监控可视化等关键技术环节,提升答辩说服力与学术可信度;③支持HTTPS、缓存加速、服务监控等功能集成,满足“可复现、可扩展”的科研要求。; 阅读建议:建议结合文中提供的目录结构、Ansible脚本、Flask应用代码和Nginx模板进行动手实践,重点关注IaC思想与实验数据采集方法,并将关键配置截图和性能图表直接嵌入论文,增强论证真实性与技术深度。
评论
成就一亿技术人!
拼手气红包6.0元
还能输入1000个字符  | 博主筛选后可见
 
红包 添加红包
表情包 插入表情
 条评论被折叠 查看
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值