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