OpenGL>Light and materials>Some Materials
Some materials
//Brass float[] mat_ambient ={ 0.329412f, 0.223529f, 0.027451f,1.0f }; float[] mat_diffuse ={ 0.780392f, 0.568627f, 0.113725f, 1.0f }; float[] mat_specular ={ 0.992157f, 0.941176f, 0.807843f, 1.0f }; float shine = 27.8974f; |
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// Bronze float[] mat_ambient ={ 0.2125f, 0.1275f, 0.054f, 1.0f }; float[] mat_diffuse ={ 0.714f, 0.4284f, 0.18144f, 1.0f }; float[] mat_specular ={ 0.393548f, 0.271906f, 0.166721f, 1.0f }; float shine = 25.6f; |
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//Polished bronze float[] mat_ambient ={0.25f, 0.148f, 0.06475f, 1.0f }; float[] mat_diffuse ={0.4f, 0.2368f, 0.1036f, 1.0f }; float[] mat_specular ={0.774597f, 0.458561f, 0.200621f, 1.0f }; float shine =76.8f ; |
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//Chrome float[] mat_ambient ={0.25f, 0.25f, 0.25f, 1.0f }; float[] mat_diffuse ={0.4f, 0.4f, 0.4f, 1.0f }; float[] mat_specular ={0.774597f, 0.774597f, 0.774597f, 1.0f }; float shine = 76.8f; |
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//Copper float[] mat_ambient ={ 0.19125f, 0.0735f, 0.0225f, 1.0f }; float[] mat_diffuse ={0.7038f, 0.27048f, 0.0828f, 1.0f }; float[] mat_specular ={0.256777f, 0.137622f, 0.086014f, 1.0f }; float shine = 12.8f; |
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//Polished copper float[] mat_ambient ={ 0.2295f, 0.08825f, 0.0275f, 1.0f }; float[] mat_diffuse ={0.5508f, 0.2118f, 0.066f, 1.0f }; float[] mat_specular ={0.580594f, 0.223257f, 0.0695701f, 1.0f }; float shine =51.2f ; |
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//Gold float[] mat_ambient ={ 0.24725f, 0.1995f, 0.0745f, 1.0f }; float[] mat_diffuse ={0.75164f, 0.60648f, 0.22648f, 1.0f }; float[] mat_specular ={0.628281f, 0.555802f, 0.366065f, 1.0f }; float shine =51.2f ; |
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//Polished gold float[] mat_ambient ={ 0.24725f, 0.2245f, 0.0645f, 1.0f }; float[] mat_diffuse ={0.34615f, 0.3143f, 0.0903f, 1.0f }; float[] mat_specular ={ 0.797357f, 0.723991f, 0.208006f, 1.0f}; float shine =83.2f ; |
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//Tin float[] mat_ambient ={ 0.105882f, 0.058824f, 0.113725f, 1.0f }; float[] mat_diffuse ={0.427451f, 0.470588f, 0.541176f, 1.0f }; float[] mat_specular ={0.333333f, 0.333333f, 0.521569f, 1.0f }; float shine = 9.84615f; |
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//Silver float[] mat_ambient ={ 0.19225f, 0.19225f, 0.19225f, 1.0f }; float[] mat_diffuse ={ 0.50754f, 0.50754f, 0.50754f, 1.0f}; float[] mat_specular ={0.508273f, 0.508273f, 0.508273f, 1.0f }; float shine = 51.2f; |
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//Polished silver float[] mat_ambient ={ 0.23125f, 0.23125f, 0.23125f, 1.0f }; float[] mat_diffuse ={0.2775f, 0.2775f, 0.2775f, 1.0f }; float[] mat_specular ={0.773911f, 0.773911f, 0.773911f, 1.0f }; float shine =89.6f ; |
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//Emerald float[] mat_ambient ={ 0.0215f, 0.1745f, 0.0215f, 0.55f }; float[] mat_diffuse ={0.07568f, 0.61424f, 0.07568f, 0.55f }; float[] mat_specular ={0.633f, 0.727811f, 0.633f, 0.55f }; float shine = 76.8f; |
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//Jade float[] mat_ambient ={ 0.135f, 0.2225f, 0.1575f, 0.95f }; float[] mat_diffuse ={0.54f, 0.89f, 0.63f, 0.95f }; float[] mat_specular ={0.316228f, 0.316228f, 0.316228f, 0.95f }; float shine = 12.8f; |
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//Obsidian float[] mat_ambient ={ 0.05375f, 0.05f, 0.06625f, 0.82f }; float[] mat_diffuse ={ 0.18275f, 0.17f, 0.22525f, 0.82f}; float[] mat_specular ={0.332741f, 0.328634f, 0.346435f, 0.82f }; float shine =38.4f ; |
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//Perl float[] mat_ambient ={ 0.25f, 0.20725f, 0.20725f, 0.922f }; float[] mat_diffuse ={1.0f, 0.829f, 0.829f, 0.922f }; float[] mat_specular ={0.296648f, 0.296648f, 0.296648f, 0.922f }; float shine = 11.264f; |
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//Ruby float[] mat_ambient ={ 0.1745f, 0.01175f, 0.01175f, 0.55f }; float[] mat_diffuse ={0.61424f, 0.04136f, 0.04136f, 0.55f }; float[] mat_specular ={0.727811f, 0.626959f, 0.626959f, 0.55f }; float shine =76.8f ; |
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//Turquoise float[] mat_ambient ={ 0.1f, 0.18725f, 0.1745f, 0.8f }; float[] mat_diffuse ={0.396f, 0.74151f, 0.69102f, 0.8f }; float[] mat_specular ={0.297254f, 0.30829f, 0.306678f, 0.8f }; float shine = 12.8f; |
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//Black plastic float[] mat_ambient ={0.0f, 0.0f, 0.0f, 1.0 f }; float[] mat_diffuse ={0.01f, 0.01f, 0.01f, 1.0f }; float[] mat_specular ={0.50f, 0.50f, 0.50f, 1.0f }; float shine =32.0f ; |
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//Cyan plastic float[] mat_ambient ={ 0.0f,0.1f,0.06f ,1.0f}; float[] mat_diffuse ={ 0.0f,0.50980392f,0.50980392f,1.0f}; float[] mat_specular ={0.50196078f,0.50196078f,0.50196078f,1.0f }; float shine =32.0f ; |
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//Green plastic float[] mat_ambient ={ 0.0f,0.0f,0.0f,1.0f }; float[] mat_diffuse ={ 0.1f,0.35f,0.1f,1.0f}; float[] mat_specular ={0.45f,0.55f,0.45f,1.0f }; float shine = 32.0f ; |
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//Red plastic float[] mat_ambient ={ 0.0f,0.0f,0.0f,1.0f }; float[] mat_diffuse ={ 0.5f,0.0f,0.0f,1.0f}; float[] mat_specular ={0.7f,0.6f,0.6f,1.0f }; float shine =32.0f ; |
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//White plastic float[] mat_ambient ={ 0.0f,0.0f,0.0f,1.0f }; float[] mat_diffuse ={ 0.55f,0.55f,0.55f,1.0f}; float[] mat_specular ={0.70f,0.70f,0.70f,1.0f }; float shine = 32.0f ; |
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//Yellow plastic float[] mat_ambient ={0.0f,0.0f,0.0f,1.0f }; float[] mat_diffuse ={0.5f,0.5f,0.0f,1.0f }; float[] mat_specular ={0.60f,0.60f,0.50f,1.0f }; float shine = 32.0f ; |
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//Black rubber float[] mat_ambient ={ 0.02f, 0.02f, 0.02f, 1.0f }; float[] mat_diffuse ={ 0.01f, 0.01f, 0.01f, 1.0f}; float[] mat_specular ={0.4f, 0.4f, 0.4f, 1.0f }; float shine = 10.0f; |
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//Cyan rubber float[] mat_ambient ={ 0.0f,0.05f,0.05f,1.0f }; float[] mat_diffuse ={0.4f,0.5f,0.5f,1.0f }; float[] mat_specular ={0.04f,0.7f,0.7f,1.0f }; float shine = 10.0f; |
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//Green rubber float[] mat_ambient ={ 0.0f,0.05f,0.0f,1.0f }; float[] mat_diffuse ={ 0.4f,0.5f,0.4f,1.0f}; float[] mat_specular ={0.04f,0.7f,0.04f,1.0f }; float shine = 10.0f; |
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//Red rubber float[] mat_ambient ={ 0.05f,0.0f,0.0f,1.0f }; float[] mat_diffuse ={ 0.5f,0.4f,0.4f,1.0f}; float[] mat_specular ={ 0.7f,0.04f,0.04f,1.0f}; float shine = 10.0f; |
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//White rubber float[] mat_ambient ={ 0.05f,0.05f,0.05f,1.0f }; float[] mat_diffuse ={ 0.5f,0.5f,0.5f,1.0f}; float[] mat_specular ={ 0.7f,0.7f,0.7f,1.0f}; float shine = 10.0f; |
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//Yellow rubber float[] mat_ambient ={ 0.05f,0.05f,0.0f,1.0f }; float[] mat_diffuse ={0.5f,0.5f,0.4f,1.0f}; float[] mat_specular ={0.7f,0.7f,0.04f,1.0f }; float shine = 10.0f; |
The light on teapots [3] are set as:
// set up light float[] ambient = { 0.2f, 0.2f, 0.2f, 1.0f }; float[] diffuse = { 1.0f, 1.0f, 1.0f, 1.0f }; float[] specular ={ 1.0f, 1.0f, 1.0f, 1.0f }; float[] position = { 200.0f, 300.0f, 100.0f, 0.0f }; Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_AMBIENT, ambient); Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_DIFFUSE, diffuse); Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_SPECULAR, specular); Gl.glLightfv(Gl.GL_LIGHT0, Gl.GL_POSITION, position); Gl.glEnable(Gl.GL_LIGHT0); Gl.glEnable(Gl.GL_LIGHTING);
A class
A class is available for setting any of the materials above, and a few more.