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glMaterialfv材质设置用例

说明

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如果非常清楚的知道物体的材质,并且能够在OpenGL的材质表中找到合乎要求的参数设置,就可以避免指定物体的颜色值,某些情况下,指定物体的渲染颜色,使得物体的实际效果大打折扣

  {

    glPushMatrix();

    glTranslatef(1.0, 0.0, 0.0);

    //黄铜

    GLfloat mat_ambient[] = { 0.021500, 0.174500, 0.021500, 0.550000};

    GLfloat mat_diffuse[] = { 0.075680, 0.614240, 0.075680, 0.550000};

    GLfloat mat_specular[] = { 0.633000, 0.727811, 0.633000, 0.550000 };

    GLfloat mat_shininess[] = { 76.800003}; //材质RGBA镜面指数,数值在0~128范围内

    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);

    glutSolidSphere (1.0, 40, 50);    //半径为 1,40 条纬线,50 条经线

    glPopMatrix();

    glFlush (); 

  }

  {

    glPushMatrix();

    glTranslatef(-1.0, 0.0, 0.0);

    //翡翠绿

    GLfloat mat_ambient[] = {  0.247250, 0.199500, 0.074500, 1.000000};

    GLfloat mat_diffuse[] = { 0.751640, 0.606480, 0.226480, 1.000000};

    GLfloat mat_specular[] = { 0.628281, 0.555802, 0.366065, 1.000000 };

    GLfloat mat_shininess[] = { 51.200001}; //材质RGBA镜面指数,数值在0~128范围内

    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);

    glutSolidSphere (1.0, 40, 50);    //半径为 1,40 条纬线,50 条经线

    glPopMatrix();

  }

材质表

//黄铜

    0.329412, 0.223529, 0.027451, 1.000000,

    0.780392, 0.568627, 0.113725, 1.000000,

    0.992157, 0.941176, 0.807843, 1.000000,

    27.897400,

 

    //青铜

    0.212500, 0.127500, 0.054000, 1.000000,

    0.714000, 0.428400, 0.181440, 1.000000,

    0.393548, 0.271906, 0.166721, 1.000000,

    25.600000,

 

    //亮青铜

    0.250000, 0.148000, 0.064750, 1.000000,

    0.400000, 0.236800, 0.103600, 1.000000,

    0.774597, 0.458561, 0.200621, 1.000000,

    76.800003,

 

    //铬

    0.250000, 0.250000, 0.250000, 1.000000,

    0.400000, 0.400000, 0.400000, 1.000000,

    0.774597, 0.774597, 0.774597, 1.000000,

    76.800003,

 

//铜

    0.191250, 0.073500, 0.022500, 1.000000,

    0.703800, 0.270480, 0.082800, 1.000000,

    0.256777, 0.137622, 0.086014, 1.000000,

    12.800000,

 

 

//亮铜

    0.229500, 0.088250, 0.027500, 1.000000,

    0.550800, 0.211800, 0.066000, 1.000000,

    0.580594, 0.223257, 0.069570, 1.000000,

    51.200001,

 

//金

    0.247250, 0.199500, 0.074500, 1.000000,

    0.751640, 0.606480, 0.226480, 1.000000,

    0.628281, 0.555802, 0.366065, 1.000000,

    51.200001,

 

//亮金

    0.247250, 0.224500, 0.064500, 1.000000,

    0.346150, 0.314300, 0.090300, 1.000000,

    0.797357, 0.723991, 0.208006, 1.000000,

    83.199997,

 

//白蜡

    0.105882, 0.058824, 0.113725, 1.000000,

    0.427451, 0.470588, 0.541176, 1.000000,

    0.333333, 0.333333, 0.521569, 1.000000,

    9.846150,

 

//银

    0.192250, 0.192250, 0.192250, 1.000000,

    0.507540, 0.507540, 0.507540, 1.000000,

    0.508273, 0.508273, 0.508273, 1.000000,

    51.200001,

 

//亮银色

    0.231250, 0.231250, 0.231250, 1.000000,

    0.277500, 0.277500, 0.277500, 1.000000,

    0.773911, 0.773911, 0.773911, 1.000000,

    89.599998,

 

//翡翠、祖母绿

    0.021500, 0.174500, 0.021500, 0.550000,

    0.075680, 0.614240, 0.075680, 0.550000,

    0.633000, 0.727811, 0.633000, 0.550000,

    76.800003,

 

//碧玉

    0.135000, 0.222500, 0.157500, 0.950000,

    0.540000, 0.890000, 0.630000, 0.950000,

    0.316228, 0.316228, 0.316228, 0.950000,

    12.800000,

 

//黑曜石

    0.053750, 0.050000, 0.066250, 0.820000,

    0.182750, 0.170000, 0.225250, 0.820000,

    0.332741, 0.328634, 0.346435, 0.820000,

    38.400002,

 

//珍珠

    0.250000, 0.207250, 0.207250, 0.922000,

    1.000000, 0.829000, 0.829000, 0.922000,

    0.296648, 0.296648, 0.296648, 0.922000,

    11.264000,

 

//红宝石

    0.174500, 0.011750, 0.011750, 0.550000,

    0.614240, 0.041360, 0.041360, 0.550000,

    0.727811, 0.626959, 0.626959, 0.550000,

    76.800003,

 

//绿宝石、绿松石

    0.100000, 0.187250, 0.174500, 0.800000,

    0.396000, 0.741510, 0.691020, 0.800000,

    0.297254, 0.308290, 0.306678, 0.800000,

    12.800000,

 

//黑塑料

    0.000000, 0.000000, 0.000000, 1.000000,

    0.010000, 0.010000, 0.010000, 1.000000,

    0.500000, 0.500000, 0.500000, 1.000000,

    32.000000,

 

 

//黑橡胶

    0.020000, 0.020000, 0.020000, 1.000000,

    0.010000, 0.010000, 0.010000, 1.000000,

    0.400000, 0.400000, 0.400000, 1.000000,

    10.000000,

 

//紫罗兰

    0.110000, 0.060000, 0.090000, 1.000000,

    0.430000, 0.470000, 0.540000, 1.000000,

    0.330000, 0.330000, 0.520000, 1.000000,

    22.000000

代码

# include < GL/glut.h > 

/* 初始化材料属性、光源属性、光照模型,打开深度缓冲区等 */ 

void init(void) 

  GLfloat light_position [ ] = { 0., 1.5, 1.5, 0.0 }; 

  glClearColor ( 0.0, 0.0, 1.0, 0.0 ); //设置背景色为蓝色

  glShadeModel ( GL_SMOOTH ); 

  glLightfv ( GL_LIGHT0, GL_POSITION, light_position); 

  glEnable (GL_LIGHTING); 

  glEnable (GL_LIGHT0); 

  glEnable (GL_DEPTH_TEST); 

/*调用 GLUT 函数,绘制一个球*/ 

void display ( void ) 

  glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 

  {

    glPushMatrix();

    glTranslatef(1.0, 0.0, 0.0);

    GLfloat mat_ambient[] = { 0.021500, 0.174500, 0.021500, 0.550000};

    GLfloat mat_diffuse[] = { 0.075680, 0.614240, 0.075680, 0.550000};

    GLfloat mat_specular[] = { 0.633000, 0.727811, 0.633000, 0.550000 };

    GLfloat mat_shininess[] = { 76.800003}; //材质RGBA镜面指数,数值在0~128范围内

    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);

    glutSolidSphere (1.0, 40, 50);    //半径为 1,40 条纬线,50 条经线

    glPopMatrix();

    glFlush (); 

  }

  {

    glPushMatrix();

    glTranslatef(-1.0, 0.0, 0.0);

    GLfloat mat_ambient[] = {  0.247250, 0.199500, 0.074500, 1.000000};

    GLfloat mat_diffuse[] = { 0.751640, 0.606480, 0.226480, 1.000000};

    GLfloat mat_specular[] = { 0.628281, 0.555802, 0.366065, 1.000000 };

    GLfloat mat_shininess[] = { 51.200001}; //材质RGBA镜面指数,数值在0~128范围内

    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);

    glutSolidSphere (1.0, 40, 50);    //半径为 1,40 条纬线,50 条经线

    glPopMatrix();

  }

  glFlush (); 

/* 定义 GLUT 的 reshape 函数,w、h 分别是输出图形的窗口的宽和高*/ 

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 ); //创建平行视景体

  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 ( ) ; 

int main(int argc, char** argv) 

  glutInit (&argc, argv);     // GLUT 环境初始化

  glutInitDisplayMode (GLUT_SINGLE |GLUT_RGB |GLUT_DEPTH); // 显示模式初始化

  glutInitWindowSize (300, 300);       // 定义窗口大小

  glutInitWindowPosition (100, 100);   // 定义窗口位置  

  glutCreateWindow ( argv [ 0 ] );   // 显示窗口,窗口标题为执行函数名

  init( );

  glutDisplayFunc ( display ); // 注册 OpenGL 绘图函数(一种特殊的调用方式,下同) 

  glutReshapeFunc ( reshape );   // 注册窗口大小改变时的响应函数

  glutMainLoop( );      // 进入 GLUT 消息循环,开始执行程序

  return 0; 

注意

    值得一提的是glutSolidSphere 必须在指定变换矩阵和设置好材料属性之后,才应该被调用,否则在设置各种属性之前调用glutSolidSphere ,会出现其他的异常

例如

  {

    glPushMatrix();

    glTranslatef(1.0, 0.0, 0.0);

    glutSolidSphere (1.0, 40, 50);    //半径为 1,40 条纬线,50 条经线

    GLfloat mat_ambient[] = { 0.021500, 0.174500, 0.021500, 0.550000};

    GLfloat mat_diffuse[] = { 0.075680, 0.614240, 0.075680, 0.550000};

    GLfloat mat_specular[] = { 0.633000, 0.727811, 0.633000, 0.550000 };

    GLfloat mat_shininess[] = { 76.800003}; //材质RGBA镜面指数,数值在0~128范围内

    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);

    glPopMatrix();

    glFlush (); 

  }

  {

    glPushMatrix();

    glTranslatef(-1.0, 0.0, 0.0);

    glutSolidSphere (1.0, 40, 50);    //半径为 1,40 条纬线,50 条经线

    GLfloat mat_ambient[] = {  0.247250, 0.199500, 0.074500, 1.000000};

    GLfloat mat_diffuse[] = { 0.751640, 0.606480, 0.226480, 1.000000};

    GLfloat mat_specular[] = { 0.628281, 0.555802, 0.366065, 1.000000 };

    GLfloat mat_shininess[] = { 51.200001}; //材质RGBA镜面指数,数值在0~128范围内

    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);

    glPopMatrix();

  }

左右两个球的颜色刚好换掉


本文名称:glMaterialfv材质设置用例
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