Qt_OpenGL:材質小測

Qt_OpenGL:材質小測

//.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);
    else
       glOrtho (-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中源碼      #話說vs真臃腫,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);
   else
      glOrtho (-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; 
}

//運行結果:



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