C++opengl拡散反射と鏡面反射パラメータ

1303 ワード

拡散とスペキュラのパラメータ
照明をオンにすると、物体の表面の色:環境光+拡散反射+鏡面反射で構成されます.
拡散反射光:glLightfv(GL_LIGHT 0,GL_DIFFUSE,whiteColor);glMaterialfv(GL_FRONT,GL_DIFFUSE,diffuseMat);
鏡面反射:glLightfv(GL_LIGHT 0,GL_SPECULAR,whiteColor);glMaterialfv(GL_FRONT,GL_SPECULAR,specularMat);
 
疑似コードは次のとおりです.
void Draw() {
	glClearColor(30.0f / 255.0f, 30.0f / 255.0f, 30.0f / 255.0f, 1.0f);
	glClear(GL_COLOR_BUFFER_BIT);
	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT0);
	float lightPos[] = { 0.0f,1.0f,0.0f,0.0f };
	glLightfv(GL_LIGHT0, GL_POSITION, lightPos);

	float whiteColor[] = { 1.0f,1.0f,1.0f,1.0f };
	float ambientMat[] = { 0.07f,0.07f,0.07f,1.0f };
	glLightfv(GL_LIGHT0, GL_AMBIENT, whiteColor);
	glMaterialfv(GL_FRONT, GL_AMBIENT, ambientMat);

	float diffuseMat[] = { 0.4f,0.4f,0.4f,1.0f };
	float specularMat[] = { 0.9f,0.9f,0.9f,1.0f };
	float blackColor[] = { 0.0f,0.0f,0.0f,1.0f };

	glLightfv(GL_LIGHT0, GL_DIFFUSE, whiteColor);
	glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseMat);

	glLightfv(GL_LIGHT0, GL_SPECULAR, whiteColor);
	glMaterialfv(GL_FRONT, GL_SPECULAR, specularMat);

	glBegin(GL_QUADS);
	glColor4ub(255, 255, 255, 255);
	glVertex3f(-0.5f, -0.2f, -0.5f);
	glVertex3f(0.5f, -0.2f, -0.5f);
	glVertex3f(0.5f, -0.2f, -1.0f);
	glVertex3f(-0.5f, -0.2f, -1.0f);
	glEnd();
}