物体材质
在冯氏模型中,一个物体的材质由:全局光照系数,漫反射光照系数,反射光照系数,反射高光半径系数决定。
分别由:ambient,diffuse,specular,shininess表示。
材质系数
The numbers
Name | Ambient | Diffuse | Specular | Shininess |
---|---|---|---|---|
emerald | 0.0215 0.1745 0.0215 | 0.07568 0.61424 0.07568 | 0.633 0.727811 0.633 | 0.6 |
jade | 0.135 0.2225 0.1575 | 0.54 0.89 0.63 | 0.316228 0.316228 0.316228 | 0.1 |
obsidian | 0.05375 0.05 0.06625 | 0.18275 0.17 0.22525 | 0.332741 0.328634 0.346435 | 0.3 |
pearl | 0.25 0.20725 0.20725 | 1 0.829 0.829 | 0.296648 0.296648 0.296648 | 0.088 |
ruby | 0.1745 0.01175 0.01175 | 0.61424 0.04136 0.04136 | 0.727811 0.626959 0.626959 | 0.6 |
turquoise | 0.1 0.18725 0.1745 | 0.396 0.74151 0.69102 | 0.297254 0.30829 0.306678 | 0.1 |
brass | 0.329412 0.223529 0.027451 | 0.780392 0.568627 0.113725 | 0.992157 0.941176 0.807843 | 0.21794872 |
bronze | 0.2125 0.1275 0.054 | 0.714 0.4284 0.18144 | 0.393548 0.271906 0.166721 | 0.2 |
chrome | 0.25 0.25 0.25 | 0.4 0.4 0.4 | 0.774597 0.774597 0.774597 | 0.6 |
copper | 0.19125 0.0735 0.0225 | 0.7038 0.27048 0.0828 | 0.256777 0.137622 0.086014 | 0.1 |
gold | 0.24725 0.1995 0.0745 | 0.75164 0.60648 0.22648 | 0.628281 0.555802 0.366065 | 0.4 |
silver | 0.19225 0.19225 0.19225 | 0.50754 0.50754 0.50754 | 0.508273 0.508273 0.508273 | 0.4 |
black plastic | 0.0 0.0 0.0 | 0.01 0.01 0.01 | 0.50 0.50 0.50 | 0.25 |
cyan plastic | 0.0 0.1 0.06 | 0.0 0.50980392 0.50980392 | 0.50196078 0.50196078 0.50196078 | 0.25 |
green plastic | 0.0 0.0 0.0 | 0.1 0.35 0.1 | 0.45 0.55 0.45 | 0.25 |
red plastic | 0.0 0.0 0.0 | 0.5 0.0 0.0 | 0.7 0.6 0.6 | 0.25 |
white plastic | 0.0 0.0 0.0 | 0.55 0.55 0.55 | 0.70 0.70 0.70 | 0.25 |
yellow plastic | 0.0 0.0 0.0 | 0.5 0.5 0.0 | 0.60 0.60 0.50 | 0.25 |
black rubber | 0.02 0.02 0.02 | 0.01 0.01 0.01 | 0.4 0.4 0.4 | 0.078125 |
cyan rubber | 0.0 0.05 0.05 | 0.4 0.5 0.5 | 0.04 0.7 0.7 | 0.078125 |
green rubber | 0.0 0.05 0.0 | 0.4 0.5 0.4 | 0.04 0.7 0.04 | 0.078125 |
red rubber | 0.05 0.0 0.0 | 0.5 0.4 0.4 | 0.7 0.04 0.04 | 0.078125 |
white rubber | 0.05 0.05 0.05 | 0.5 0.5 0.5 | 0.7 0.7 0.7 | 0.078125 |
yellow rubber | 0.05 0.05 0.0 | 0.5 0.5 0.4 | 0.7 0.7 0.04 | 0.078125 |
How to use it
OpenGL
Multiply the shininess by 128!
mat[0] = ambr;
mat[1] = ambg;
mat[2] = ambb;
mat[3] = 1.0;
glMaterialfv(GL_FRONT, GL_AMBIENT, mat);
mat[0] = difr;
mat[1] = difg;
mat[2] = difb;
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat);
mat[0] = specr;
mat[1] = specg;
mat[2] = specb;
glMaterialfv(GL_FRONT, GL_SPECULAR, mat);
glMaterialf(GL_FRONT, GL_SHININESS, shine * 128.0);
VRML97
Compute ambientIntensity as (0.212671ambr + 0.715160ambg + 0.072169ambb)/(0.212671difr + 0.715160difg + 0.072169difb)
Material {
ambientIntensity amb
diffuseColor difr digg difb
specularColor specr specg specb
shininess shine
}
引用地址—–
http://devernay.free.fr/cours/opengl/materials.html
http://web.archive.org/web/20100725103839/http://www.cs.utk.edu/~kuck/materials_ogl.htm
http://www.it.hiof.no/~borres/j3d/explain/light/p-materials.html
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