SPMULGHT.C
上传用户:tengyuc
上传日期:2007-08-14
资源大小:722k
文件大小:3k
- // 本程序中使用了两个光源,一个是标准的蓝色光源,另一个是红色的聚光灯
- #include <windows.h>
- #pragma warning(disable : 4305)
- #include <GL/gl.h>
- #include <GL/glu.h>
- #include <GL/glaux.h>
- void myinit(void);
- void CALLBACK myReshape(GLsizei w, GLsizei h);
- void CALLBACK display(void);
- // 初始化材质特性、光源、光照模型和深度缓冲区
- void myinit(void)
- {
- GLfloat mat_ambient[]= { 0.2, 0.2, 0.2, 1.0 };
- GLfloat mat_diffuse[]= { 0.8, 0.8, 0.8, 1.0 };
- GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
- GLfloat mat_shininess[] = { 50.0 };
- GLfloat light0_diffuse[]= { 0.0, 0.0, 1.0, 1.0};
- GLfloat light0_position[] = { 1.0, 1.0, 1.0, 0.0 };
- GLfloat light1_ambient[]= { 0.2, 0.2, 0.2, 1.0 };
- GLfloat light1_diffuse[]= { 1.0, 0.0, 0.0, 1.0 };
- GLfloat light1_specular[] = { 1.0, 0.6, 0.6, 1.0 };
- GLfloat light1_position[] = { -3.0, -3.0, 3.0, 1.0 };
- GLfloat spot_direction[]={ 1.0,1.0,-1.0};
-
- 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,mat_shininess);
- glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);
- glLightfv(GL_LIGHT0, GL_POSITION,light0_position);
- glLightfv(GL_LIGHT1, GL_AMBIENT, light1_ambient);
- 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_SPOT_CUTOFF, 30.0);
- glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION,spot_direction);
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- glEnable(GL_LIGHT1);
- glDepthFunc(GL_LESS);
- glEnable(GL_DEPTH_TEST);
- }
- void CALLBACK display(void)
- {
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glPushMatrix();
- glTranslated (-3.0, -3.0, 3.0);
- glDisable (GL_LIGHTING);
- glColor3f (1.0, 0.0, 0.0);
- auxWireCube (0.1);
- glEnable (GL_LIGHTING);
- glPopMatrix ();
- auxSolidSphere(2.0);
- glFlush();
- }
- void CALLBACK myReshape(GLsizei w, GLsizei h)
- {
- glViewport(0, 0, w, h);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- if (w <= h)
- glOrtho (-5.5, 5.5, -5.5*(GLfloat)h/(GLfloat)w,
- 5.5*(GLfloat)h/(GLfloat)w, -10.0, 10.0);
- else
- glOrtho (-5.5*(GLfloat)w/(GLfloat)h,
- 5.5*(GLfloat)w/(GLfloat)h, -5.5, 5.5, -10.0, 10.0);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- }
- // 主函数,初始化窗口大小、RGBA显示模式和处理输入事件
- void main(void)
- {
- auxInitDisplayMode (AUX_SINGLE | AUX_RGBA);
- auxInitPosition (0, 0, 500, 500);
- auxInitWindow ("位置光源和多光源演示");
- myinit();
- auxReshapeFunc (myReshape);
- auxMainLoop(display);
- }