CG实验指导八 简单光照明模型实现
1.实验目的:
了解简单光照明模型的基本原理,实现物体的真实感图形显示效果。
2.实验内容:
(1) 结合示范代码了解简单光照明模型的基本原理与实现;
(2) 调试、编译、修改示范程序,给出不同光照系数,观察验证显示效果。
3.实验原理:
Phong光照明模型是由物体表面上一点P反射到视点的光强I为环境光的反射光强Ie、理想漫反射光强Id、和镜面反射光Is的总和,即
其中R,V,N为单位矢量;Ip为点光源发出的入射光强;Ia为环境光的漫反射光强;Ka环境光的漫反射系数;Kd漫反射系数取决于表面的材料;Ks镜面反射系数;n幂次,用以模拟反射光的空间分布,表面越光滑,n越大。
在用Phong模型进行真实感图形计算时,对物体表面上的每个点P,均需计算光线的反射方向R,再由V计算。为减少计算量,我们可以作如下假设:a)光源在无穷远处,即光线方向L为常数;b)视点在无穷远处,即视线方向V为常数;c)用近似。这里H为L和V的角平分向量,。在这种简化下,由于对所有的点总共只需计算一次H的值,节省了计算时间。结合RGB颜色模型,Phong光照明模型最终有如下的形式:
本次实验中,光源在无穷远处,光线方向为单位向量L(0.5, 0.5, 0.707),视点在无穷远处,视线方向V为(0, 0, 1)。
4.实验代码:
#include <GL/glut.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
struct Vector
{
float fx, fy, fz;
};
struct Color
{
float Ir, Ig, Ib;
};
float KaIa;//环境光强度
float Kd, n;
Vector H,light;
Color mLight, mColor;
GLboolean bLight = false;
//利用圆的八向对称性生成圆上的点
void CirclePt(int x0, int y0, int x, int y, Color mColor)
{
glColor3ub (mColor.Ir, mColor.Ig, mColor.Ib);
glBegin(GL_POINTS);
glVertex2i ( x+x0, y+y0);//x,y
glVertex2i ( -x+x0, y+y0);//-x,y
glVertex2i ( x+x0, -y+y0);//x, -y
glVertex2i ( -x+x0, -y+y0);//-x, -y
glVertex2i ( y+x0, x+y0);//y, x
glVertex2i ( y+x0, -x+y0);//y, -x
glVertex2i ( -y+x0, x+y0);//-y, x
glVertex2i ( -y+x0,-x+y0);//-y, -x
glEnd();
}
//中点圆生成算法
void MidCircle(int x0, int y0, int r, Color mColor)
{
int x,y,deltax,deltay,d;
x = 0;
y = r;
deltax = 3;
deltay = 5-r-r;
d = 1-r;
CirclePt( x0, y0, x, y, mColor);
while(x<y)
{
if(d<0)
{
d += deltax;
deltax += 2;
deltay += 2;
x++;
}
else
{
d += deltay;
deltax += 2;
deltay += 4;
x++;
y--;
}
CirclePt( x0, y0, x, y, mColor);
}
}
//根据中点圆算法填充圆域
void FlatCircle(int x0, int y0, int r, Color mColor)
{
int x,y,deltax,deltay,d;
x = 0;
y = r;
deltax = 3;
deltay = 5-r-r;
d = 1-r;
glColor3ub (mColor.Ir, mColor.Ig, mColor.Ib);
glBegin(GL_POINTS);
{
for(int i=-x;i<=x;i++)
{
glVertex2i (i+x0,y+y0);
glVertex2i (i+x0,-y+y0);
}
for(i=-y;i<=y;i++)
{
glVertex2i (i+x0,x+y0);
glVertex2i (i+x0,-x+y0);
}
while(x<y)
{
if(d<0)
{
d += deltax;
deltax += 2;
deltay += 2;
x++;
}
else
{
d += deltay;
deltax += 2;
deltay += 4;
x++;
y--;
}
for(i=-x;i<=x;i++)
{
glVertex2i (i+x0,y+y0);
glVertex2i (i+x0,-y+y0);
}
for(i=-y;i<=y;i++)
{
glVertex2i (i+x0,x+y0);
glVertex2i (i+x0,-x+y0);
}
}
}
glEnd();
}
//初始化设定
void Init()
{
float mo;
Vector eye;
mLight.Ir = 0;
mLight.Ig = 175;
mLight.Ib = 0;
KaIa=80;
Kd = 1;
n = 10;
light.fx=0.50;light.fy=0.50;
light.fz = sqrt(1-(light.fx*light.fx)-(light.fy*light.fy));
eye.fx=0;eye.fy=0;eye.fz=1;
H.fx=light.fx+eye.fx;
H.fy=light.fy+eye.fy;
H.fz=light.fz+eye.fz;
mo=sqrt(H.fx*H.fx+H.fy*H.fy+H.fz*H.fz);
H.fx=(H.fx/mo);H.fy=(H.fy/mo);H.fz=(H.fz/mo);
H.fx=(H.fx/mo);H.fy=(H.fy/mo);H.fz=(H.fz/mo);
glClearColor(0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_SMOOTH);
}
//根据Phong模型计算光强
Color Phong(int x0, int y0, int r, int x, int y)
{
Vector N;
float z,alpha,theta,Ks;
Ks=1.0-Kd;
z=sqrt((float)(r*r-(x-x0)*(x-x0)-(y-y0)*(y-y0)));
N.fx=(x-x0)*1.0/r;
N.fy=(y-y0)*1.0/r;
N.fz = z*1.0/r;
theta = N.fx * light.fx + N.fy * light.fy + N.fz * light.fz;
if(theta<0)
theta=0;
alpha=H.fx*N.fx+H.fy*N.fy+H.fx*N.fz;
if(alpha<0)
alpha=0;
mColor.Ir=KaIa+mLight.Ir*Kd*theta+mLight.Ir*Ks*pow(alpha,n);
mColor.Ig=KaIa+mLight.Ig*Kd*theta+mLight.Ig*Ks*pow(alpha,n);
mColor.Ib=KaIa+mLight.Ib*Kd*theta+mLight.Ib*Ks*pow(alpha,n);
return mColor;
}
//根据计算的光强按球体的结果着色
void Sphere(int x0, int y0, int r)
{
int x,y,deltax,deltay,d;
x = 0;
y = r;
deltax = 3;
deltay = 5-r-r;
d = 1-r;
glBegin(GL_POINTS);
{
for(int i=-x;i<=x;i++)
{
mColor=Phong(x0,y0,r,i+x0,y+y0);
glColor3ub (mColor.Ir, mColor.Ig, mColor.Ib); glVertex2i (i+x0,y+y0);
glColor3ub (mColor.Ir, mColor.Ig, mColor.Ib); glVertex2i (i+x0,-y+y0);
}
for(i=-y;i<=y;i++)
{
mColor=Phong(x0,y0,r,i+x0,x+y0);
glColor3ub (mColor.Ir, mColor.Ig, mColor.Ib); glVertex2i (i+x0,x+y0);
glColor3ub (mColor.Ir, mColor.Ig, mColor.Ib); glVertex2i (i+x0,-x+y0);
}
while(x<y)
{
if(d<0)
{
d += deltax;
deltax += 2;
deltay += 2;
x++;
}
else
{
d += deltay;
deltax += 2;
deltay += 4;
x++;
y--;
}
for(i=-x;i<=x;i++)
{
mColor=Phong(x0,y0,r,i+x0,y+y0);
glColor3ub (mColor.Ir, mColor.Ig, mColor.Ib); glVertex2i (i+x0,y+y0);
glColor3ub (mColor.Ir, mColor.Ig, mColor.Ib); glVertex2i (i+x0,-y+y0);
}
for(i=-y;i<=y;i++)
{
mColor=Phong(x0,y0,r,i+x0,x+y0);
glColor3ub (mColor.Ir, mColor.Ig, mColor.Ib); glVertex2i (i+x0,x+y0);
glColor3ub (mColor.Ir, mColor.Ig, mColor.Ib); glVertex2i (i+x0,-x+y0);
}
}
}
glEnd();
}
void myDisplay()
{
glClear(GL_COLOR_BUFFER_BIT);
glColor3f (1.0f, 1.0f, 1.0f);
Color clr;
clr.Ir = 180, clr.Ig = 180, clr.Ib = 180;
MidCircle(80, 240, 70, clr);
FlatCircle(280, 240, 70, clr);
Sphere(540, 240, 70);
glFlush();
}
void Reshape(int w, int h)
{
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0.0, (GLdouble) w, 0.0, (GLdouble) h);
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE);
glutInitWindowPosition(100, 100);
glutInitWindowSize(640, 480);
glutCreateWindow("Hello World!");
Init();
glutDisplayFunc(myDisplay);
glutReshapeFunc(Reshape);
glutMainLoop();
return 0;
}
5.实验思考题
尝试绘制一个平面或正方体的简单光照效果。