计算机图形学课程实验报告
实验名称真实感图形绘制
一、实验目的
1.掌握光照模型的编程应用
2.能够编程模拟实现简单的太阳系
1. 用不同的着色和光照参数绘制茶壶:
i. 线框模型的茶壶
ii. 没有光照的固定颜色的茶壶
iii. 只有环境光,采用单一颜色的茶壶
iv. 只有环境光和漫反射光,采用Gouraud插值着色的茶壶
v. 有环境光、漫反射光和镜面高光,采用Gouraud插值着色的茶壶
vi. 有环境光、漫反射光和镜面高光,采用Phone插值着色的茶壶
2. 模拟简单的太阳系,太阳在中心,地球每365天绕太阳转一周,月球每年绕地球转12周。另外,地球每天24个小时绕它自己的轴旋转。
二、实验环境
1.codeblocks-17.12
2.Windows10 SDK 10.0.17134.0
三、实验内容
1茶壶绘制
1.1问题重述
用不同的着色和光照参数绘制茶壶:
i. 线框模型的茶壶
ii. 没有光照的固定颜色的茶壶
iii. 只有环境光,采用单一颜色的茶壶
iv. 只有环境光和漫反射光,采用Gouraud插值着色的茶壶
v. 有环境光、漫反射光和镜面高光,采用Gouraud插值着色的茶壶
vi. 有环境光、漫反射光和镜面高光,采用Phone插值着色的茶壶
2.2实验结果
i. 线框模型的茶壶
ii. 没有光照的固定颜色的茶壶
iii. 只有环境光,采用单一颜色的茶壶
iv. 只有环境光和漫反射光,采用Gouraud插值着色的茶壶
v. 有环境光、漫反射光和镜面高光,采用Gouraud插值着色的茶壶
vi. 有环境光、漫反射光和镜面高光,采用Phone插值着色的茶壶
2.模拟太阳系
2.1问题重述
模拟简单的太阳系,太阳在中心,地球每365天绕太阳转一周,月球每年绕地球转12周。另外,地球每天24个小时绕它自己的轴旋转。
2.2运行结果
三、源代码
1.
#include<windows.h>
#include <GL/glut.h>
#include <stdio.h>
GLfloat d = 0.1;
GLfloat translateX = 0, translateY = 0;
int halfLength = 20;
GLfloat ratio;
class Point{
public:
GLfloat x, y, z;
Point(GLfloat x = 0.0, GLfloat y = 0.0, GLfloat z = 0.0){
this->x = x;
this->y = y;
this->z = z;
}
};
typedef Point Color;
int renderMode = 1;
GLfloat light_position[]={1.0,1.0,1.0,0.0};
GLfloat blackColor[]={0.0,0.0,0.0,1.0};
GLfloat greyColor[] = {0.5, 0.5, 0.5, 1.0};
GLfloat whiteColor[]={1.0,1.0,1.0,1.0};
GLfloat redColor[]={1.0,0.0,0.0,1.0};
GLfloat no_mat[] ={0.0,0.0,0.0,1.0};
GLfloat mat_ambient[] = {0.7,0.7,0.7,1.0};
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};
void init(){
glClearColor(1.0, 1.0, 1.0, 1.0);
//远光源照射
glLightfv(GL_LIGHT0,GL_POSITION,light_position);
//启用光照
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glShadeModel(GL_SMOOTH);
//局部光源照射
// GLfloat light_position1[] = {2.0,0.0,3.0,1.0};
// glLightfv(GL_LIGHT1,GL_POSITION,light_position1);
// glEnable(GL_LIGHTING);
// glEnable(GL_LIGHT1);
glEnable(GL_DEPTH_TEST);
}
void drawCoord(){
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_LINES);
glVertex2f(-halfLength, 0.0);
glVertex2f(halfLength, 0.0);
glVertex2f(0.0, -halfLength);
glVertex2f(0.0, halfLength);
glEnd();
}
void changeSize(GLsizei w, GLsizei h){
glViewport(0.0, 0.0, w, h);
if(h == 0)
h = 1;
ratio = (GLfloat)w / (GLfloat)h;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if(w < h)
glOrtho(-halfLength, halfLength, -halfLength / ratio, halfLength /ratio, -halfLength, halfLength);
// glFrustum(-halfLength, halfLength, -halfLength / ratio, halfLength /ratio, -10 * halfLength, 0.0);
else
glOrtho(-halfLength * ratio, halfLength * ratio, -halfLength, halfLength, -halfLength, halfLength);
// glFrustum(-halfLength * ratio, halfLength * ratio, -halfLength, halfLength, -10 * halfLength, 0.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void renderScene(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glEnable(GL_LIGHTING);
switch (renderMode){
case 1:
case 2:
glDisable(GL_LIGHTING);
break;
case 3:
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, no_mat);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, no_mat);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, no_shininess);
// glLightfv(GL_LIGHT0,GL_DIFFUSE,whiteColor);
break;
case 4:
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, no_mat);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, no_shininess);
// glLightfv(GL_LIGHT0,GL_SPECULAR,whiteColor);;
case 5:
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, low_shininess);
break;
case 6:
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, high_shininess);
default:;
}
glColor3f(1.0, 0, 0);
glMatrixMode(GL_MODELVIEW);
glTranslatef(0.0, 0.0, -5.0);
//glRotatef(15.0, 1.0, 1.0, 1.0);
printf("renderMode = %d\n", renderMode);
if(renderMode == 1)
glutWireTeapot(7.0);
else
glutSolidTeapot(7.0);
glFlush();
}
void keyboardFunc(unsigned char key, int x, int y){
switch(key){
case '1':
case '2':
case '3':
case '4':
case '5':
case '6':
renderMode = key - '0';
break;
case 'q':
exit(0);
default:;
}
glutPostRedisplay();
}
int main(int argc, char *argv[]) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE);
glutInitWindowSize(500, 500);
glutCreateWindow("template");
init();
glutDisplayFunc(renderScene);
glutReshapeFunc(changeSize);
glutKeyboardFunc(keyboardFunc);
glutMainLoop();
return 0;
}
2.
#include<windows.h>
#include <GL/glut.h>
#include <stdio.h>
GLfloat d = 0.1;
GLfloat translateX = 0, translateY = 0;
int halfLength = 70;
GLfloat ratio;
GLfloat sun2Earth = 40.0;
GLfloat earth2Moon = 10.0;
GLfloat earthAngle = 0.0, moonAngle = 0.0;
GLfloat sunSize = 15;
GLfloat earthSize = 5;
GLfloat moonSize = 2;
GLfloat sunColor[] = {1.0, 0.0, 0.0, 1.0};
GLfloat earthColor[] = {0.0, 0.0, 1.0, 1.0};
GLfloat moonColor[] = {1.0, 1.0, 1.0, 1.0};
GLfloat whiteLight[] = {0.5f, 0.5f, 0.5f, 1.0f};
GLfloat sourceLight[] = {0.8f, 0.8f, 0.8f, 1.0f};
GLfloat lightPos[] = {0.0f, 0.0f, 0.0f, 1.0f};
class Point{
public:
GLfloat x, y, z;
Point(GLfloat x = 0.0, GLfloat y = 0.0, GLfloat z = 0.0){
this->x = x;
this->y = y;
this->z = z;
}
};
typedef Point Color;
void init(){
glEnable(GL_LIGHTING);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, whiteLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, sourceLight);
glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
glEnable(GL_LIGHT0);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_DEPTH_TEST);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glShadeModel(GL_SMOOTH);
}
void drawCoord(){
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_LINES);
glVertex2f(-halfLength, 0.0);
glVertex2f(halfLength, 0.0);
glVertex2f(0.0, -halfLength);
glVertex2f(0.0, halfLength);
glEnd();
}
void changeSize(GLsizei w, GLsizei h){
glViewport(0.0, 0.0, w, h);
if(h == 0)
h = 1;
ratio = (GLfloat)w / (GLfloat)h;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if(w < h)
glOrtho(-halfLength, halfLength, -halfLength / ratio, halfLength /ratio, -halfLength, halfLength);
// glFrustum(-halfLength, halfLength, -halfLength / ratio, halfLength /ratio, -10 * halfLength, 0.0);
else
glOrtho(-halfLength * ratio, halfLength * ratio, -halfLength, halfLength, -halfLength, halfLength);
// glFrustum(-halfLength * ratio, halfLength * ratio, -halfLength, halfLength, -10 * halfLength, 0.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void renderScene(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glRotatef(80.0, 1.0, 1.0, 1.0);
// drawCoord();
glColor3fv(sunColor);
glDisable(GL_LIGHTING);
glutSolidSphere(sunSize, 50, 50);
glEnable(GL_LIGHTING);
glRotatef(earthAngle, 0.0, 0.0, 1.0);
glTranslatef(sun2Earth, 0.0, 0.0);
glColor3fv(earthColor);
glutSolidSphere(earthSize, 50, 50);
glRotatef(moonAngle, 0.0, 0.0, 1.0);
glTranslatef(earth2Moon, 0.0, 0.0);
glColor3fv(moonColor);
glutSolidSphere(moonSize, 50, 50);
glLoadIdentity();
earthAngle += d;
moonAngle += 12 * d;
glutSwapBuffers();
glutPostRedisplay();
}
void mySpecialKeyFunc(int key, int x, int y){
switch (key){
case GLUT_KEY_UP:
d += 0.01;
break;
case GLUT_KEY_DOWN:
d -= 0.01;
break;
default:;
}
}
void myKeyboardFunc(unsigned char key, int x, int y){
if(key == 'q'){
exit(0);
}
}
int main(int argc, char *argv[]) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(500, 500);
glutCreateWindow("template");
init();
glutDisplayFunc(renderScene);
glutReshapeFunc(changeSize);
glutSpecialFunc(mySpecialKeyFunc);
glutKeyboardFunc(myKeyboardFunc);
glutMainLoop();
return 0;
}