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October 21, 2011 20:57
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OpenGL Screencast 13: Lighting and Material - Materials
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#include "screencasts.h" | |
/* | |
* main() | |
* ---- | |
* Start up GLUT and tell it what to do | |
*/ | |
int main(int argc,char* argv[]) | |
{ | |
initializeGlobals(); | |
/* screencast specific variables */ | |
windowName = "OpenGL screenscasts 13: Lighting and Material Part 2: Materials"; | |
screencastID = 13; | |
dim = 4; | |
fov = 50; | |
th = 0; | |
ph = 0; | |
ecX = -0.4; | |
distance = 5; | |
glutInit(&argc,argv); | |
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); | |
glutInitWindowSize(windowWidth,windowHeight); | |
glutCreateWindow(windowName); | |
glutDisplayFunc(display); | |
glutReshapeFunc(displayReshape); | |
glutKeyboardFunc(windowKey); | |
glutSpecialFunc(windowSpecial); | |
redisplayAll(); | |
glutMainLoop(); | |
return 0; | |
} |
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#include "screencasts.h" | |
/* | |
* drawAxes() | |
* ------ | |
* Draw the axes | |
*/ | |
void drawAxes() | |
{ | |
if (toggleAxes) { | |
/* Length of axes */ | |
double len = 2.0; | |
glDisable(GL_LIGHTING); | |
glColor3fv(white); | |
glBegin(GL_LINES); | |
glVertex3d(0,0,0); | |
glVertex3d(len,0,0); | |
glVertex3d(0,0,0); | |
glVertex3d(0,len,0); | |
glVertex3d(0,0,0); | |
glVertex3d(0,0,len); | |
glEnd(); | |
/* Label axes */ | |
glRasterPos3d(len,0,0); | |
print("X"); | |
glRasterPos3d(0,len,0); | |
print("Y"); | |
glRasterPos3d(0,0,len); | |
print("Z"); | |
if (toggleLight) | |
glEnable(GL_LIGHTING); | |
} | |
} | |
/* | |
* drawLight | |
* ------ | |
* Draws the light | |
*/ | |
void drawLight(void) | |
{ | |
/* Light switch */ | |
if (toggleLight) { | |
/* Translate intensity to color vectors */ | |
GLfloat Ambient[] = {0.01*ambient ,0.01*ambient ,0.01*ambient ,1.0}; | |
GLfloat Diffuse[] = {0.01*diffuse ,0.01*diffuse ,0.01*diffuse ,1.0}; | |
GLfloat Specular[] = {0.01*specular,0.01*specular,0.01*specular,1.0}; | |
GLfloat Position[] = {distance*Sin(lightPh),lightY,distance*Cos(lightPh),1.0}; | |
/* Draw light position as sphere (still no lighting here) */ | |
glColor3fv(white); | |
glDisable(GL_LIGHTING); | |
sphere(Position[0],Position[1],Position[2], 0.1,0); | |
/* Set ambient, diffuse, specular components and position of light 0 */ | |
/* | |
Light uses the Phong model | |
Once light is enabled, colors assigned by glColor* isn't used | |
Ambient is light that's been scattered by environment that its direction is impossible to determine | |
Diffuse is is light that comes from one direction, so it's brighter if it comes squarely on surface rather than glances off | |
Specular is light that comes from a particular direction and bounces off in preferred direction | |
Position is the position of our light. In this case it is the same as the sphere. | |
*/ | |
glLightfv(GL_LIGHT0,GL_AMBIENT, Ambient); | |
glLightfv(GL_LIGHT0,GL_DIFFUSE, Diffuse); | |
glLightfv(GL_LIGHT0,GL_POSITION,Position); | |
/* | |
In general, I don't like splitting code like this, but this is just for | |
these screencasts, and in general I use ColorMaterial | |
*/ | |
if (screencastID != 13) { | |
glLightfv(GL_LIGHT0,GL_SPECULAR,Specular); | |
/* Use glColorMaterial when you need to change a single material parameter for most vertices | |
in your scene */ | |
/* glColorMaterial sets ambient and diffuse color materials */ | |
glEnable(GL_COLOR_MATERIAL); | |
glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE); | |
/* Now glColor* changes ambient and diffuse reflection */ | |
/* Other examples */ | |
} | |
glEnable(GL_NORMALIZE); | |
glEnable(GL_LIGHTING); | |
glEnable(GL_LIGHT0); | |
} | |
else | |
glDisable(GL_LIGHTING); | |
} | |
/* | |
* drawParameters() | |
* ------ | |
* Draw the parameters in the lower left corner | |
*/ | |
void drawParameters() | |
{ | |
if (toggleParms) { | |
glColor3fv(white); | |
/* Display parameters */ | |
printAt(5,5,"Angle=%d,%d Dim=%.1f FOV=%d Light=%s", | |
th,ph,dim,fov,toggleLight?"On":"Off"); | |
if (toggleLight) { | |
printAt(5,45,"Distance=%d Elevation=%.1f Ambient=%d",distance,lightY,ambient); | |
printAt(5,25,"Diffuse=%d Specular=%d Emission=%d Shininess=%.0f", | |
diffuse,specular,emission,shinyvec[0]); | |
} | |
} | |
} | |
void drawScene() | |
{ | |
drawAxes(); | |
drawParameters(); | |
if (screencastID == 11) | |
drawScreencast11(); | |
else if (screencastID == 12) | |
drawScreencast12(); | |
else if (screencastID == 13) | |
drawScreencast13(); | |
} | |
void drawScreencast11() | |
{ | |
/* | |
cube(1,0,1, 1,1,1, 0); | |
cube(-1,0,1, 1,1,1, 0); | |
cone(0,1,0, 1,1,DEF_D); | |
cone(0,-1,0, 1,1,90); | |
*/ | |
/* a 'tower' */ | |
/* | |
cube(0,1.5,0, 1,3,1, 0); | |
cube(0,3.5,0, 2,1,2, 45); | |
spike(0,1,-3.5, 0.5,1, 90, 90,0,0); | |
spike(0,1,3.5, 0.5,1, 90, -90,0,0); | |
spike(-3.5,1,0, 0.5,1, 90, 0,0,-90); | |
spike(3.5,1,0, 0.5,1, 90, 0,0,90); | |
*/ | |
tower(0,0,0, 1,1,1, 0); | |
tower(4,0,0, 1,1,1.5, 30); | |
} | |
void drawScreencast12() | |
{ | |
// anything with lighting should be drawn after the light | |
drawLight(); | |
cube(0,0,0, 1,1,1, 0); | |
} | |
void drawScreencast13() | |
{ | |
GLfloat no_mat[] = { 0.0, 0.0, 0.0, 1.0 }; | |
GLfloat mat_ambient[] = { 0.7, 0.7, 0.7, 1.0 }; | |
GLfloat mat_ambient_color[] = { 0.8, 0.8, 0.2, 1.0 }; | |
GLfloat mat_diffuse[] = { 0.1, 0.5, 0.8, 1.0 }; | |
GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; | |
GLfloat no_shininess[] = { 0.0 }; | |
GLfloat low_shininess[] = { 5.0 }; | |
GLfloat high_shininess[] = { 100.0 }; | |
GLfloat mat_emission[] = {0.3, 0.2, 0.2, 0.0}; | |
drawLight(); | |
/* | |
Draw twelve spheres in 3 rows with 4 columns. | |
The spheres in the first row have materials with no ambient reflection. | |
The second row has materials with significant ambient reflection. | |
The third row has materials with colored ambient reflection. | |
The first column has materials with blue, diffuse reflection only. | |
The second column has blue diffuse reflection, as well as specular | |
reflection with a low shininess exponent. | |
The third column has blue diffuse reflection, as well as specular | |
reflection with a high shininess exponent (a more concentrated highlight). | |
The fourth column has materials which also include an emissive component. | |
*/ | |
/* | |
Top row | |
*/ | |
glPushMatrix(); | |
glTranslatef (-3.75, 3.0, 0.0); | |
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); | |
glutSolidSphere(1.0, 16, 16); | |
glPopMatrix(); | |
glPushMatrix(); | |
glTranslatef (-1.25, 3.0, 0.0); | |
glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat); | |
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); | |
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); | |
glMaterialfv(GL_FRONT, GL_SHININESS, low_shininess); | |
glMaterialfv(GL_FRONT, GL_EMISSION, no_mat); | |
glutSolidSphere(1.0, 16, 16); | |
glPopMatrix(); | |
glPushMatrix(); | |
glTranslatef (1.25, 3.0, 0.0); | |
glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat); | |
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); | |
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); | |
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess); | |
glMaterialfv(GL_FRONT, GL_EMISSION, no_mat); | |
glutSolidSphere(1.0, 16, 16); | |
glPopMatrix(); | |
glPushMatrix(); | |
glTranslatef (3.75, 3.0, 0.0); | |
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, mat_emission); | |
glutSolidSphere(1.0, 16, 16); | |
glPopMatrix(); | |
/* | |
Middle row | |
*/ | |
glPushMatrix(); | |
glTranslatef (-3.75, 0.0, 0.0); | |
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); | |
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); | |
glutSolidSphere(1.0, 16, 16); | |
glPopMatrix(); | |
glPushMatrix(); | |
glTranslatef (-1.25, 0.0, 0.0); | |
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); | |
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); | |
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); | |
glMaterialfv(GL_FRONT, GL_SHININESS, low_shininess); | |
glMaterialfv(GL_FRONT, GL_EMISSION, no_mat); | |
glutSolidSphere(1.0, 16, 16); | |
glPopMatrix(); | |
glPushMatrix(); | |
glTranslatef (1.25, 0.0, 0.0); | |
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); | |
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); | |
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); | |
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess); | |
glMaterialfv(GL_FRONT, GL_EMISSION, no_mat); | |
glutSolidSphere(1.0, 16, 16); | |
glPopMatrix(); | |
glPushMatrix(); | |
glTranslatef (3.75, 0.0, 0.0); | |
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); | |
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, mat_emission); | |
glutSolidSphere(1.0, 16, 16); | |
glPopMatrix(); | |
/* | |
Bottom row | |
*/ | |
glPushMatrix(); | |
glTranslatef (-3.75, -3.0, 0.0); | |
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_color); | |
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); | |
glutSolidSphere(1.0, 16, 16); | |
glPopMatrix(); | |
glPushMatrix(); | |
glTranslatef (-1.25, -3.0, 0.0); | |
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_color); | |
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); | |
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); | |
glMaterialfv(GL_FRONT, GL_SHININESS, low_shininess); | |
glMaterialfv(GL_FRONT, GL_EMISSION, no_mat); | |
glutSolidSphere(1.0, 16, 16); | |
glPopMatrix(); | |
glPushMatrix(); | |
glTranslatef (1.25, -3.0, 0.0); | |
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_color); | |
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); | |
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); | |
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess); | |
glMaterialfv(GL_FRONT, GL_EMISSION, no_mat); | |
glutSolidSphere(1.0, 16, 16); | |
glPopMatrix(); | |
glPushMatrix(); | |
glTranslatef (3.75, -3.0, 0.0); | |
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_color); | |
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, mat_emission); | |
glutSolidSphere(1.0, 16, 16); | |
glPopMatrix(); | |
} |
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