知道Phong Reflection Model中的Ambient、Diffuse、Specular,這次要把焦點放在cos (Phong’s specular term)上,連乘次數的不同在物體上會表現出不同材質效果。
N – Vector that is normal to the surface of the object.
L – Vector from any given vertex of the object to the light source, in OpenGL the ligh sources are GL_LIGHT0, GL_LIGHT1, etc.
V – Vector from any given vertex of the object to the eye, defined with GL_POSITION in OpenGL.
R – The reflected light.
n – This is the Phong exponent, or GL_SHININESS in OpenGL.
l – Light index.
θ – The angle between N and L.
ϕ – The angle between R and V.
參考:TRADITIONAL 3D HARDWARE-ACCELERATED LIGHTING MODELS、Illumination、鏡射光 (Specular)。







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