本文主要是介绍Qt_OpenGL:材质小测,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
Qt_OpenGL:材质小测
//.h
#ifndef MATERIAL_H
#define MATERIAL_H
#include <QMainWindow>
#include <QGLWidget>
#include <glut.h>
#include <QtOpenGL>class Material : public QGLWidget
{Q_OBJECT
public:explicit Material(QWidget *parent = 0);protected:void initializeGL();void paintGL();void resizeGL(int w, int h);};#endif // MATERIAL_H
//.cpp
#include "material.h"
#include <QWidget>Material::Material(QWidget *parent): QGLWidget(parent){}void Material::initializeGL(){GLfloat ambient[] = { 0.0, 0.0, 0.0, 1.0 };GLfloat diffuse[] = { 1.0, 1.0, 1.0, 1.0 };GLfloat position[] = { 0.0, 3.0, 2.0, 0.0 };GLfloat lmodel_ambient[] = { 0.4, 0.4, 0.4, 1.0 };GLfloat local_view[] = { 0.0 };glClearColor(0.0, 0.1, 0.1, 0.0);glEnable(GL_DEPTH_TEST);glShadeModel(GL_SMOOTH);glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);glLightfv(GL_LIGHT0, GL_POSITION, position);glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view);glEnable(GL_LIGHTING);glEnable(GL_LIGHT0);}void Material::paintGL(){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};glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);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, 160, 160);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, 160, 160);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, 160, 160);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, 160, 160);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, no_mat);glutSolidSphere(1.0, 160, 160);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, 160, 160);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, 160, 160);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, 160, 160);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, no_mat);glutSolidSphere(1.0, 160, 160);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, 160, 160);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, 160, 160);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, 160, 160);glPopMatrix();glFlush();}void Material::resizeGL(int w, int h){setGeometry(100,100,600,450);glViewport(0, 0, w, h);glMatrixMode(GL_PROJECTION);glLoadIdentity();if (w <= (h * 2))glOrtho (-6.0, 6.0, -3.0*((GLfloat)h*2)/(GLfloat)w,3.0*((GLfloat)h*2)/(GLfloat)w, -10.0, 10.0);elseglOrtho (-6.0*(GLfloat)w/((GLfloat)h*2),6.0*(GLfloat)w/((GLfloat)h*2), -3.0, 3.0, -10.0, 10.0);glMatrixMode(GL_MODELVIEW);glLoadIdentity();
}
//VC中源码 #话说vs真臃肿,卡的一比
#include <stdlib.h>
#include <GL/glut.h>void init(void)
{GLfloat ambient[] = { 0.0, 0.0, 0.0, 1.0 };GLfloat diffuse[] = { 1.0, 1.0, 1.0, 1.0 };GLfloat position[] = { 0.0, 3.0, 2.0, 0.0 };GLfloat lmodel_ambient[] = { 0.4, 0.4, 0.4, 1.0 };GLfloat local_view[] = { 0.0 };glClearColor(0.0, 0.1, 0.1, 0.0);glEnable(GL_DEPTH_TEST);glShadeModel(GL_SMOOTH);glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);glLightfv(GL_LIGHT0, GL_POSITION, position);glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view);glEnable(GL_LIGHTING);glEnable(GL_LIGHT0);
}void display(void)
{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};glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);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, 160, 160);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, 160, 160);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, 160, 160);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, 160, 160);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, no_mat);glutSolidSphere(1.0, 160, 160);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, 160, 160);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, 160, 160);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, 160, 160);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, no_mat);glutSolidSphere(1.0, 160, 160);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, 160, 160);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, 160, 160);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, 160, 160);glPopMatrix();glFlush();
}void reshape(int w, int h)
{glViewport(0, 0, w, h);glMatrixMode(GL_PROJECTION);glLoadIdentity();if (w <= (h * 2))glOrtho (-6.0, 6.0, -3.0*((GLfloat)h*2)/(GLfloat)w, 3.0*((GLfloat)h*2)/(GLfloat)w, -10.0, 10.0);elseglOrtho (-6.0*(GLfloat)w/((GLfloat)h*2), 6.0*(GLfloat)w/((GLfloat)h*2), -3.0, 3.0, -10.0, 10.0);glMatrixMode(GL_MODELVIEW);glLoadIdentity();
}void keyboard(unsigned char key, int x, int y)
{switch (key) {case 27:exit(0);break;}
}int main(int argc, char** argv)
{glutInit(&argc, argv);glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);glutInitWindowSize (600, 450);glutCreateWindow(argv[0]);init();glutReshapeFunc(reshape);glutDisplayFunc(display);glutKeyboardFunc (keyboard);glutMainLoop();return 0;
}
//运行结果:
这篇关于Qt_OpenGL:材质小测的文章就介绍到这儿,希望我们推荐的文章对编程师们有所帮助!