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OpenGL使用glColorMaterial设置材质

2016-07-13 14:00 295 查看
一句话glColorMaterial的作用是用来在绘图的过程中实时的设置材质。通常情况下设置一个物体的材质需要以下这么5个属性需要设置。

glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat);

glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);

glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);

glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);

glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);

除了采用glMaterialfv()设置材质外,还可以使用glColorMaterial()设置材质属性。

void glColorMaterial(GLenum face,GLenum mode)来实现。

face的取值: GL_FRONT GL_BACK GL_FRONT_AND_BACK

mode的取值: GL_AMBIENT GL_DIFFUSE GL_AMBIENT_AND_DIFFUSE GL_SPECULAR GL_EMISSION

在想要使用这个函数时,要启用glEnable(GL_COLOR_MATERIAL)来是函数工作。

在绘图时使用glColor*()来实时改变材质颜色,或用glMaterial()来实时改变材质成分

使用完毕,要用glDisable(GL_COLOR_MATERIAL)来关闭这种材质模式。

例如:

glColorMaterial(GL_FRONT,GL_DIFFUSE);

glEnable(GL_COLOR_MATERIAL);

glColor3f(0.3,0.5,0.7);

//画一些物体:

...

glColor3f(0.0,1.0,0.0);

//再画另一些物体:

...

glDisable(GL_COLOR_MATERIAL);

说明:

当需要改变场景中大部分方面的单个材质时,最好调用glColorMaterial()

当修改不只一个材质参数,最好调用glMaterial*(),这是目前我体会到唯一的使用功能上的不同点吧。

void glColorMaterial(GLenum face, GLenum mode);
Causes the material property (or properties) specified bymode of
the specified material face (or faces) specified by face to
track the value of the current color at all times. A change to the current color (using glColor*()) immediately updates the specified material properties. The face parameter can be GL_FRONT, GL_BACK, or GL_FRONT_AND_BACK
(the default). The mode parameter can be GL_AMBIENT, GL_DIFFUSE, GL_AMBIENT_AND_DIFFUSE (the default), GL_SPECULAR, or GL_EMISSION. At any given time, only one mode is active. glColorMaterial() has no effect on color-index lighting.

After calling glColorMaterial(), you need to call glEnable() with GL_COLOR_MATERIAL as the parameter. Then, you can change the current color using glColor*() (or other material properties, using glMaterial*())
as needed as you draw:

glEnable(GL_COLOR_MATERIAL);

glColorMaterial(GL_FRONT, GL_DIFFUSE);

/* now glColor* changes diffuse reflection */

glColor3f(0.2, 0.5, 0.8);

/* draw some objects here */

glColorMaterial(GL_FRONT, GL_SPECULAR);

/* glColor* no longer changes diffuse reflection */

/* now glColor* changes specular reflection */

glColor3f(0.9, 0.0, 0.2);

/* draw other objects here */

glDisable(GL_COLOR_MATERIAL);

You should use glColorMaterial() whenever you need to change a single material parameter for most vertices in your scene. If you need to change more than one material parameter, as was the case for "Plate
16" in Appendix I, useglMaterial*(). When you don't need the capabilities of glColorMaterial()anymore, be sure to disable it so that you don't get undesired material properties and don't incur the performance cost associated
with it.

例:采用鼠标的左中右键实时设置物体材质的颜色

/* an interactive program that uses glColorMaterial() to change material parameters. Pressing each of the three mouse buttons changes the color of the diffuse reflection. */

#include <GL/glut.h>

#include <stdlib.h>

GLfloat diffuseMaterial[4] = { 0.5, 0.5, 0.5, 1.0 };

void init(void)

{

GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };

GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };

glClearColor (0.0, 0.0, 0.0, 0.0);

glShadeModel (GL_SMOOTH);

glEnable(GL_DEPTH_TEST);

glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseMaterial);

glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);

glMaterialf(GL_FRONT, GL_SHININESS, 25.0);

glLightfv(GL_LIGHT0, GL_POSITION, light_position);

glEnable(GL_LIGHTING);

glEnable(GL_LIGHT0);

glColorMaterial(GL_FRONT, GL_DIFFUSE);

glEnable(GL_COLOR_MATERIAL);

}

void display(void)

{

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glutSolidSphere(1.0, 20, 16);

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();

}

void mouse(int button, int state, int x, int y)

{

switch (button) {

case GLUT_LEFT_BUTTON:

if (state == GLUT_DOWN) {

diffuseMaterial[0] += 0.1;

if (diffuseMaterial[0] > 1.0)

diffuseMaterial[0] = 0.0;

glColor4fv(diffuseMaterial);

glutPostRedisplay();

}

break;

case GLUT_MIDDLE_BUTTON:

if (state == GLUT_DOWN) {

diffuseMaterial[1] += 0.1;

if (diffuseMaterial[1] > 1.0)

diffuseMaterial[1] = 0.0;

glColor4fv(diffuseMaterial);

glutPostRedisplay();

}

break;

case GLUT_RIGHT_BUTTON:

if (state == GLUT_DOWN) {

diffuseMaterial[2] += 0.1;

if (diffuseMaterial[2] > 1.0)

diffuseMaterial[2] = 0.0;

glColor4fv(diffuseMaterial);

glutPostRedisplay();

}

break;

default:

break;

}

}

void keyboard(unsigned char key, int x, int y)

{

switch (key) {

case 27:

exit(0);

break;

}

}

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);

glutMouseFunc(mouse);

glutKeyboardFunc(keyboard);

glutMainLoop();

return 0;

}
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