C++opengl拡散反射と鏡面反射パラメータ
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.
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();
}