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(OPENGL编程指南第四版)OPENGL范例程序5.3(扩展版)2008-03-23 21:24:00

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// 范例P124.cpp : Defines the entry point for the console application.
//

#include "stdafx.h"
#include <gl/glut.h>

static int spin=0;

void display()
{
 glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);     //清除所有像素

 GLfloat light_position[]={5,5,10,1.0};//光源1位置

 glPushMatrix();
 glRotated((GLdouble)spin,1.0, 0.0, 0.0);
 glLightfv(GL_LIGHT0,GL_POSITION,light_position);
 glPopMatrix();
 glLoadIdentity();
 glTranslated(0,0,-3);
 glutSolidSphere(1.0,20,16);
 /*在缓存中绘制4对顶点坐标的矩形*/

 glFlush();          //立即显示出来
}

void init()
{
 glClearColor(0.0,0.0,0.0,0.0);     //用黑色清除背景
 
 
 GLfloat mat_specular[]={1.0, 1.0, 1.0, 1.0}; //材质镜面反射色
 GLfloat mat_shininess[]={50.0};     //光洁度,即物体反射比率
 GLfloat lmodel_ambient[]={0.2,0.2,0.2,1.0};  //全局环境光

 //第一个光源
 GLfloat light_position[]={5,5,10,1.0};   //光源1位置
 GLfloat white_light[]={1.0,1.0,1.0,1.0};  //光源1散射光与镜面反射光相同
 
 //第二个光源
 GLfloat light1_diffuse[]={1.0, 0.0, 0.0, 1.0}; //光源2散射光
 GLfloat light1_specular[]={1.0, 0.0, 0.0, 1.0}; //光源2镜面反射光
 GLfloat light1_position[]={-2.0, -2.0, 3.0, 1.0};//光源2位置
 GLfloat spot_direction[]={0.0, 0.0, 0.0};  //光源2聚光灯方向

 glShadeModel(GL_SMOOTH);
 glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
 glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess);
 
 //光源2设置
 glLightfv(GL_LIGHT1,GL_DIFFUSE,light1_diffuse);
 glLightfv(GL_LIGHT1,GL_SPECULAR,light1_specular);
 glLightfv(GL_LIGHT1,GL_POSITION,light1_position);
 glLightf(GL_LIGHT1,GL_CONSTANT_ATTENUATION,1.5);
 glLightf(GL_LIGHT1,GL_LINEAR_ATTENUATION,0.5);
 glLightf(GL_LIGHT1,GL_QUADRATIC_ATTENUATION,0.2);

 glLightf(GL_LIGHT1,GL_SPOT_CUTOFF,-45.0);
 glLightfv(GL_LIGHT1,GL_SPOT_DIRECTION,spot_direction);
 glLightf(GL_LIGHT1,GL_SPOT_EXPONENT,100);

 //光源1设置
 glLightfv(GL_LIGHT0,GL_POSITION,light_position);
 glLightfv(GL_LIGHT0,GL_DIFFUSE,white_light);
 glLightfv(GL_LIGHT0,GL_SPECULAR,white_light);
 glLightModelfv(GL_LIGHT_MODEL_AMBIENT,lmodel_ambient);

 glEnable(GL_LIGHTING);
 glEnable(GL_LIGHT1);
 glEnable(GL_LIGHT0);
 glEnable(GL_DEPTH_TEST);
}

void reshape(int w,int h)
{
 glViewport(0,0,(GLsizei)w,(GLsizei)h);
 glMatrixMode(GL

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