26)光照模型有4部分:全局环境光,近视点或远视点,双面光照,镜面反射颜色是否和环境颜色,散射颜色分开。要指定全局环境光,可以如下:
GLfloat ambient[] = {0.3,0.3,0.3,1.0};glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambient);
顶点的镜面反射亮度取决于该点的法线,顶点相对于光源的方向以及顶点相对于视点的方向。要使用近视点,可以这样:glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER,GL_TRUE);这就将视点放置在(0,0,0)处. glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE)启用双面光照。典型的光照计算中,分别计算环境光,散射光,镜面反射光和发射光的贡献,然后进行叠加,而在这之后进行纹理映射的话,镜面反射区可能被覆盖,为了解决这个问题,可以glLightModelfv(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR); 这样,每个顶点光照计算将产生两种颜色,主颜色和辅助颜色,前者包含所以非镜面反射光照的贡献,后者是所以镜面反射光照的总贡献。纹理映射的时候只将主颜色和纹理颜色混合起来,执行万纹理映射后,再将主颜色和纹理颜色的混合结果与辅助颜色混合起来。
27) 不同材质属性的示例:
{
GLfloat ambient[] = { 1.0 , 0.0 , 0.0 , 1.0 };
GLfloat diffuse[] = { 1.0 , 1.0 , 1.0 , 1.0 };
GLfloat specular[] = { 1.0 , 1.0 , 1.0 , 1.0 };
GLfloat position[] = { 0.0 , 3.0 , 2.0 , 0.0 };
GLfloat lmodel_ambient[] = { 0.4 , 0.4 , 0.4 , 1.0 };
GLfloat local_view[] = { 0.0 };
glClearColor( 0.0 , 0.1 , 0.1 , 0.0 );
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
void display( void )
{
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 };
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* draw sphere in first row, first column
* diffuse reflection only; no ambient or specular
*/
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);
glutSolidSphere( 1.0 , 16 , 16 );
glPopMatrix();
/* draw sphere in first row, second column
* diffuse and specular reflection; low shininess; no ambient
*/
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);
glutSolidSphere( 1.0 , 16 , 16 );
glPopMatrix();
/* draw sphere in first row, third column
* diffuse and specular reflection; high shininess; no ambient
*/
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);
glutSolidSphere( 1.0 , 16 , 16 );
glPopMatrix();
/* draw sphere in first row, fourth column
* diffuse reflection; emission; no ambient or specular reflection
*/
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);
glutSolidSphere( 1.0 , 16 , 16 );
glPopMatrix();
/* draw sphere in second row, first column
* ambient and diffuse reflection; no specular
*/
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);
glutSolidSphere( 1.0 , 16 , 16 );
glPopMatrix();
/* draw sphere in second row, second column
* ambient, diffuse and specular reflection; low shininess
*/
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);
glutSolidSphere( 1.0 , 16 , 16 );
glPopMatrix();
/* draw sphere in second row, third column
* ambient, diffuse and specular reflection; high shininess
*/
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);
glutSolidSphere( 1.0 , 16 , 16 );
glPopMatrix();
/* draw sphere in second row, fourth column
* ambient and diffuse reflection; emission; no specular
*/
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);
glutSolidSphere( 1.0 , 16 , 16 );
glPopMatrix();
/* draw sphere in third row, first column
* colored ambient and diffuse reflection; no specular
*/
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);
glutSolidSphere( 1.0 , 16 , 16 );
glPopMatrix();
/* draw sphere in third row, second column
* colored ambient, diffuse and specular reflection; low shininess
*/
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);
glutSolidSphere( 1.0 , 16 , 16 );
glPopMatrix();
/* draw sphere in third row, third column
* colored ambient, diffuse and specular reflection; high shininess
*/
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);
glutSolidSphere( 1.0 , 16 , 16 );
glPopMatrix();
/* draw sphere in third row, fourth column
* colored ambient and diffuse reflection; emission; no specular
*/
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);
glutSolidSphere( 1.0 , 16 , 16 );
glPopMatrix();
glFlush();
}
28)颜色材质模式,
glColorMaterial(GL_FRONT, GL_DIFFUSE);glEnable(GL_COLOR_MATERIAL);这将导致正面的DIFFUSE总是设置为当前颜色
29)混合时,首先指定源因子和目标因子,然后按照公式进行混合(默认的操作是相加),设置因子有两种方式:glBlenFunc()和glBlendFuncSeparate()(它可以指定4个因子,即可以使用不同的方式来混合RGB和alpha值)。除了默认的加法外,还可以使用glBlendEquation()来指定其他的混合方式(如减法等)。
30) 启用反走样功能:glEnable(GL_POINT_SMOOTH)或glEnable (GL_LINE_SMOOTH);glEnable (GL_BLEND);或者采用glHint(),例如:
glEnable (GL_LINE_SMOOTH);
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
31)雾的效果示例:
/* Initialize depth buffer, fog, light source,
* material property, and lighting model.
*/
static void init( void )
{
GLfloat position[] = { 0.5 , 0.5 , 3.0 , 0.0 };
glEnable(GL_DEPTH_TEST);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
{
GLfloat mat[ 3 ] = { 0.1745 , 0.01175 , 0.01175 };
glMaterialfv (GL_FRONT, GL_AMBIENT, mat);
mat[ 0 ] = 0.61424 ; mat[ 1 ] = 0.04136 ; mat[ 2 ] = 0.04136 ;
glMaterialfv (GL_FRONT, GL_DIFFUSE, mat);
mat[ 0 ] = 0.727811 ; mat[ 1 ] = 0.626959 ; mat[ 2 ] = 0.626959 ;
glMaterialfv (GL_FRONT, GL_SPECULAR, mat);
glMaterialf (GL_FRONT, GL_SHININESS, 0.6 * 128.0 );
}
glEnable(GL_FOG);
{
GLfloat fogColor[ 4 ] = { 0.5 , 0.5 , 0.5 , 1.0 };
fogMode = GL_EXP;
glFogi (GL_FOG_MODE, fogMode);
glFogfv (GL_FOG_COLOR, fogColor);
glFogf (GL_FOG_DENSITY, 0.35 );
glHint (GL_FOG_HINT, GL_DONT_CARE);
glFogf (GL_FOG_START, 1.0 );
glFogf (GL_FOG_END, 5.0 );
}
glClearColor( 0.5 , 0.5 , 0.5 , 1.0 ); /* fog color */
}
static void renderSphere (GLfloat x, GLfloat y, GLfloat z)
{
glPushMatrix();
glTranslatef (x, y, z);
glutSolidSphere( 0.4 , 16 , 16 );
glPopMatrix();
}
/* display() draws 5 spheres at different z positions.
*/
void display( void )
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
renderSphere ( - 2 ., - 0.5 , - 1.0 );
renderSphere ( - 1 ., - 0.5 , - 2.0 );
renderSphere ( 0 ., - 0.5 , - 3.0 );
renderSphere ( 1 ., - 0.5 , - 4.0 );
renderSphere ( 2 ., - 0.5 , - 5.0 );
glFlush();
}