CG实验6 简单光照与材质

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1.实验目的:

  • 通过示范代码1,理解简单光照明模型的基本原理与实现;
  • 通过示范代码2和太阳系示范代码,学习与掌握OpenGL光照与材质设置与使用方法。

2.实验内容:

在示范代码1基础上,按以下要求修改:

(1) 阅读和修改示范代码中的有关参数,产生不同光照效果,观察显示效果。挑选两张修改的效果图保存为图1-2,与对应修改的代码一起保存至word实验文档中(15分钟);

(2) 将代码中的球面改为圆锥面,将圆锥面的光照效果图存为图3,与对应修改的代码一起保存至word实验文档中(25分钟);

在示范代码2的基础上,按以下要求完成任务:

(3) 阅读和修改示范代码2中的有关参数,产生不同光照效果,观察显示效果。挑选两张修改的效果图保存为图4-5,与对应修改的代码一起保存至word实验文档中(15分钟);

(4)参考太阳系示范代码,该代码显示一个简单的太阳系模型,尝试为其增加光照与材质效果,挑选两张修改的效果图保存为图6-7,与对应修改的代码一起保存至word实验文档中(25分钟);

(5) 整理word实验文档,将其命名为“序号-姓名-Prj6.doc”,电子版提交至雨课堂,A4打印稿下一次课前或实验课前提交。

3.实验原理:

Phong光照明模型是由物体表面上一点P反射到视点的光强I为环境光的反射光强Ie、理想漫反射光强Id、和镜面反射光Is的总和,即
I = I a k a + I p K d ( L N ) + I p K s ( R V ) n I = I_a k_a + I_p K_d(LN) + I_p K_s(RV)^n
其中R,V,N为单位矢量; I p I_p 为点光源发出的入射光强; I a I_a 为环境光的漫反射光强; K a K_a 环境光的漫反射系数; K d K_d 漫反射系数( )取决于表面的材料; K s K_s 镜面反射系数( );n幂次,用以模拟反射光的空间分布,表面越光滑,n越大。
在用Phong模型进行真实感图形计算时,对物体表面上的每个点P,均需计算光线的反射方向R,再由V计算 。为减少计算量,我们可以作如下假设:a)光源在无穷远处,即光线方向L为常数;b)视点在无穷远处,即视线方向V为常数;c)用 近似 。这里H为L和V的角平分向量, 。在这种简化下,由于对所有的点总共只需计算一次H的值,节省了计算时间。结合RGB颜色模型,Phong光照明模型的最终形式详见教材公式(8.21)。

示范代码1中,光源在无穷远处,光线方向为单位向量L(0.5, 0.5, 0.707),视点在无穷远处,视线方向V为(0, 0, 1)。

4.示范代码:

(1) 示范代码1-球面简单光照模型效果图

#include <GL/glut.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>

struct Vector
{
	float fx, fy, fz;
};

struct Color
{
	float Ir, Ig, Ib;
};

float KaIa;
float Kd, n;
Vector H, light;
Color mLight, mColor;

void Init()
{
	float mo;
	Vector eye;
	mLight.Ir = 0;
	mLight.Ig = 175;
	mLight.Ib = 0;
	KaIa = 100;
	Kd = 0.7;
	n = 20;

	light.fx = 0.50; light.fy = 0.50;
	light.fz = sqrt(1 - (light.fx*light.fx) - (light.fy*light.fy));
	eye.fx = 0; eye.fy = 0; eye.fz = 1;
	H.fx = light.fx + eye.fx;
	H.fy = light.fy + eye.fy;
	H.fz = light.fz + eye.fz;
	mo = sqrt(H.fx*H.fx + H.fy*H.fy + H.fz*H.fz);
	H.fx = (H.fx / mo); H.fy = (H.fy / mo); H.fz = (H.fz / mo);
	H.fx = (H.fx / mo); H.fy = (H.fy / mo); H.fz = (H.fz / mo);

	glClearColor(1.0, 1.0, 1.0, 0.0);
	glShadeModel(GL_SMOOTH);
}

Color Phong(int x0, int y0, int r, int x, int y)
{
	Vector N;
	float z, alpha, theta, Ks;
	Ks = 1.0 - Kd;
	z = sqrt((float)(r*r - (x - x0)*(x - x0) - (y - y0)*(y - y0)));
	N.fx = (x - x0)*1.0 / r;
	N.fy = (y - y0)*1.0 / r;
	N.fz = z * 1.0 / r;
	theta = N.fx * light.fx + N.fy * light.fy + N.fz * light.fz;
	if (theta < 0)
		theta = 0;
	alpha = H.fx*N.fx + H.fy*N.fy + H.fx*N.fz;
	if (alpha < 0)
		alpha = 0;
	mColor.Ir = KaIa + mLight.Ir*Kd*theta + mLight.Ir*Ks*pow(alpha, n);
	mColor.Ig = KaIa + mLight.Ig*Kd*theta + mLight.Ig*Ks*pow(alpha, n);
	mColor.Ib = KaIa + mLight.Ib*Kd*theta + mLight.Ib*Ks*pow(alpha, n);
	return mColor;
}

void MidCircle(int x0, int y0, int r)
{
	int x, y, deltax, deltay, d;
	x = 0;
	y = r;
	deltax = 3;
	deltay = 5 - r - r;
	d = 1 - r;

	glBegin(GL_POINTS);
	{
		for (int i = -x; i <= x; i++)
		{
			mColor = Phong(x0, y0, r, i + x0, y + y0);
			glColor3ub(mColor.Ir, mColor.Ig, mColor.Ib);
			glVertex2i(i + x0, y + y0);
			glColor3ub(mColor.Ir, mColor.Ig, mColor.Ib);
			glVertex2i(i + x0, -y + y0);
		}
		for (int i = -y; i <= y; i++)
		{
			mColor = Phong(x0, y0, r, i + x0, x + y0);
			glColor3ub(mColor.Ir, mColor.Ig, mColor.Ib);
			glVertex2i(i + x0, x + y0);
			glColor3ub(mColor.Ir, mColor.Ig, mColor.Ib);
			glVertex2i(i + x0, -x + y0);
		}

		while (x < y)
		{
			if (d < 0)
			{
				d += deltax;
				deltax += 2;
				deltay += 2;
				x++;
			}
			else
			{
				d += deltay;
				deltax += 2;
				deltay += 4;
				x++;
				y--;
			}

			for (int i = -x; i <= x; i++)
			{
				mColor = Phong(x0, y0, r, i + x0, y + y0);
				glColor3ub(mColor.Ir, mColor.Ig, mColor.Ib);
				glVertex2i(i + x0, y + y0);
				glColor3ub(mColor.Ir, mColor.Ig, mColor.Ib);
				glVertex2i(i + x0, -y + y0);
			}
			for (int i = -y; i <= y; i++)
			{
				mColor = Phong(x0, y0, r, i + x0, x + y0);
				glColor3ub(mColor.Ir, mColor.Ig, mColor.Ib);
				glVertex2i(i + x0, x + y0);
				glColor3ub(mColor.Ir, mColor.Ig, mColor.Ib);
				glVertex2i(i + x0, -x + y0);
			}
		}
	}
	glEnd();
}

void myDisplay()
{
	glClear(GL_COLOR_BUFFER_BIT);
	glColor3f(1.0f, 1.0f, 1.0f);
	MidCircle(250, 250, 60);

	glFlush();
}

void Reshape(int w, int h)
{
	glViewport(0, 0, (GLsizei)w, (GLsizei)h);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluOrtho2D(0.0, (GLdouble)w, 0.0, (GLdouble)h);
}

int main(int argc, char *argv[])
{
	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE);
	glutInitWindowPosition(100, 100);
	glutInitWindowSize(640, 480);
	glutCreateWindow("Hello World!");

	Init();
	glutDisplayFunc(myDisplay);
	glutReshapeFunc(Reshape);
	glutMainLoop();
	return 0;
}

程序运行结果:

图1

(2) 示范代码2-OpenGL光照与材质下球体效果图

#include <GL/glut.h>

#include <stdlib.h>

// Initialize material property, light source, lighting model, and depth buffer.

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(GL_FRONT, GL_SPECULAR, mat_specular);

	glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);

	glLightfv(GL_LIGHT0, GL_POSITION, light_position);

	glLightfv(GL_LIGHT0, GL_DIFFUSE, white_light);

	glLightfv(GL_LIGHT0, GL_SPECULAR, white_light);

	glLightModelfv(GL_LIGHT_MODEL_AMBIENT, Light_Model_Ambient); //

	glEnable(GL_LIGHTING);

	glEnable(GL_LIGHT0);

	glEnable(GL_DEPTH_TEST);

}

void display(void)

{

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	glutSolidSphere (0.5, 20, 16);

	//glutSolidTeapot(0.5);

	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();

}

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);

	glutMainLoop();

	return 0;

}

程序运行结果:

图2

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转载自blog.csdn.net/wpxu08/article/details/83500786