机械版CG 实验6 简单光照明模型实现

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CG实验指导八 简单光照明模型实现

1.实验目的:

了解简单光照明模型的基本原理,实现物体的真实感图形显示效果。

2.实验内容:

(1)       结合示范代码了解简单光照明模型的基本原理与实现;

(2)       调试、编译、修改示范程序,给出不同光照系数,观察验证显示效果。

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
 

其中R,V,N为单位矢量;Ip为点光源发出的入射光强;Ia为环境光的漫反射光强;Ka环境光的漫反射系数;Kd漫反射系数取决于表面的材料;Ks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HLV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光照明模型最终有如下的形式:

         

本次实验中,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.实验代码:

#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;//环境光强度

float Kd, n;

Vector H,light;

Color mLight, mColor;

GLboolean bLight = false;

//利用圆的八向对称性生成圆上的点

void CirclePt(int x0, int y0, int x, int y, Color mColor)

{

       glColor3ub (mColor.Ir, mColor.Ig, mColor.Ib);

       glBegin(GL_POINTS);

       glVertex2i ( x+x0, y+y0);//x,y

       glVertex2i ( -x+x0, y+y0);//-x,y

       glVertex2i ( x+x0, -y+y0);//x, -y

       glVertex2i ( -x+x0, -y+y0);//-x, -y

       glVertex2i ( y+x0, x+y0);//y, x

       glVertex2i ( y+x0, -x+y0);//y, -x

       glVertex2i ( -y+x0, x+y0);//-y, x

       glVertex2i ( -y+x0,-x+y0);//-y, -x

       glEnd();

}

//中点圆生成算法

void MidCircle(int x0, int y0, int r, Color mColor)

{

       int x,y,deltax,deltay,d;

       x = 0;

       y = r;

       deltax = 3;

       deltay = 5-r-r;

       d = 1-r;

       CirclePt( x0, y0, x, y, mColor);

       while(x<y)

       {

              if(d<0)

              {

                     d += deltax;

                     deltax += 2;

                     deltay += 2;

                     x++;

              }

              else

              {

                     d += deltay;

                     deltax += 2;

                     deltay += 4;

                     x++;

                     y--;

              }

              CirclePt( x0, y0, x, y, mColor);

       }

}

//根据中点圆算法填充圆域

void FlatCircle(int x0, int y0, int r, Color mColor)

{

       int x,y,deltax,deltay,d;

       x = 0;

       y = r;

       deltax = 3;

       deltay = 5-r-r;

       d = 1-r;

       glColor3ub (mColor.Ir, mColor.Ig, mColor.Ib);

       glBegin(GL_POINTS);

       {

              for(int i=-x;i<=x;i++)

              {

                     glVertex2i (i+x0,y+y0);

                     glVertex2i (i+x0,-y+y0);

              }

              for(i=-y;i<=y;i++)

              {

                     glVertex2i (i+x0,x+y0);

                     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(i=-x;i<=x;i++)

                     {

                            glVertex2i (i+x0,y+y0);

                            glVertex2i (i+x0,-y+y0);

                     }

                     for(i=-y;i<=y;i++)

                     {

                            glVertex2i (i+x0,x+y0);

                            glVertex2i (i+x0,-x+y0);

                     }

              }

       }

       glEnd();

}

//初始化设定

void Init()

{

       float mo;

       Vector eye;

       mLight.Ir = 0;

       mLight.Ig = 175;

       mLight.Ib = 0;

       KaIa=80;

       Kd = 1;

       n = 10;

       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(0.0, 0.0, 0.0, 0.0);

       glShadeModel(GL_SMOOTH);

}

//根据Phong模型计算光强

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;

}

//根据计算的光强按球体的结果着色

void Sphere(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(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(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(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);

       Color clr;

       clr.Ir = 180, clr.Ig = 180, clr.Ib = 180;

       MidCircle(80, 240, 70, clr);

       FlatCircle(280, 240, 70, clr);

       Sphere(540, 240, 70);

       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;

}

5.实验思考题

尝试绘制一个圆锥面的简单光照效果。

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