垂直於平面的法向量(perpendicular.pptVIP

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垂直於平面的法向量(perpendicular

Normals Specifying the normal void glNormal3d( GLdouble nx, GLdouble ny, GLdouble nz ); When using lighting effects, normals must be defined for each polygon or for each vertex. OpenGL does not calculate a normal by itself. 垂直於平面的法向量(perpendicular to a plane) 單位法向量(normalized normal vector) Normal Vector What is cross product (外積) Normalized Normal Vector V=(Vx,Vy,Vz), Length of V = |V| = (Vx2+Vy2+Vz2)1/2 Normalized Normal Vector V=(Vx,Vy,Vz)/|V|=(Vx/|V|, Vy/|V|,Vz/|V|) Shading Models Choose the shading model void glShadeModel( GLenum mode ); mode may be GL_FLAT GL_SMOOTH (the same as the Gouraud shading model) OpenGL does not support the Phong shading model. Material Properties An object has a certain reflective properties When using lighting, each model part has its own material properties, which also define its color. glMaterialfv(GLenum face, GLenum pname, const GLfloat *params ) Face must be one of GL_FRONT, GL_BACK, or GL_FRONT_AND_BACK. pname can be GL_AMBIENT, GL_DIFFUSE, GL_SPECULAR, GL_SHININESS etc. params change accordingly. Colors In case you want to specify colors per face or per vertex, you must Enable color tracking. glEnable(GL_COLOR_MATRERIAL); Set material properties to follow glColor values. glColorMaterial(GLenum face, GLenum mode); Specify the color before defining it’s corresponding vertex. glColor3d(GLdouble red, GLdouble green, GLdouble blue); glColor3ub(GLubyte red, GLubyte green, GLubyte blue); Adding Light to a Scene Enabling lighting glEnable(GL_LIGHT); OpenGL supports up to GL_MAX_LIGHTS lights simultaneously Query with glGetIntegerv(GL_MAX_LIGHTS) Set the light properties void glLightfv( GLenum light, GLenum pname, const GLfloat *params ); pname can be GL_AMBIENT, GL_DIFFUSE, GL_SPECULAR, GL_POSITION etc. params change accordingly. Enable the specific light glEnable(GL_LIGHTi); i is between 0 and GL_MAX_LIGHTS-1 * *

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