📄 双面光照.cpp
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#include<windows.h>
#include<GL/gl.h>
#include<GL/glu.h>
#include<GL/glaux.h>
#pragma comment(lib,"opengl32")
#pragma comment(lib,"glu32")
#pragma comment(lib,"glaux")
void Init(void);
void CALLBACK Paint(void);
void CALLBACK Resize(GLsizei w,GLsizei h);
void Init(void)
{
GLfloat light_ambient[]={0.6,0.6,0.6,1.0};
GLfloat light_diffuse[]={1.0,1.0,1.0,1.0};
GLfloat light_specular[]={1.0,1.0,1.0,1.0};
GLfloat light_position[]={1.0,1.0,1.0,0.0};
glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);
glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse);
glLightfv(GL_LIGHT0,GL_SPECULAR,light_specular);
glLightfv(GL_LIGHT0,GL_POSITION,light_position);
glFrontFace(GL_CW);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
}
void CALLBACK Paint(void)
{
GLdouble eqn[4]={1.0,0.0,-1.0,1.0};
GLfloat two_side_on[]={GL_TRUE};
GLfloat tow_side_off[]={GL_FALSE};
GLfloat mat_diffuse[]={0.8,0.8,0.8,1.0};
GLfloat back_diffuse[]={0.8,0.2,0.8,1.0};
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glClipPlane(GL_CLIP_PLANE0,eqn); //slice objects
glEnable(GL_CLIP_PLANE0);
glPushMatrix();
glTranslatef(0.0,2.0,0.0);
auxSolidTeapot(1.0); // one_sided lighting
glPopMatrix();
// two-sided lighting,but same material
glLightModelf(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,mat_diffuse);
glPushMatrix();
glTranslatef(0.0,0.0,0.0);
auxSolidTeapot(1.0);
glPopMatrix();
// two-sided lighting,two different materials
glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
glMaterialfv(GL_FRONT,GL_DIFFUSE,back_diffuse);
glPushMatrix();
glTranslatef(0.0,-2.0,0.0);
auxSolidTeapot(1.0);
glPopMatrix();
glLightModelf(GL_LIGHT_MODEL_TWO_SIDE,GL_FALSE);
glDisable(GL_CLIP_PLANE0);
glPopMatrix();
glFlush();
}
void CALLBACK Resize(GLsizei w,GLsizei h)
{
if(!h)return;
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if(w<=h)
glOrtho(-4.0,4.0,-4.0*(GLfloat)h/(GLfloat)w,
4.0*(GLfloat)h/(GLfloat)w,-10.0,10.0);
else
glOrtho(-4.0*(GLfloat)w/(GLfloat)h,
4.0*(GLfloat)w/(GLfloat)h,-4.0,4.0,-10.0,10.0);
glMatrixMode(GL_MODELVIEW);
}
int main(int argc,char** argv)
{
auxInitDisplayMode(AUX_SINGLE|AUX_RGB|AUX_DEPTH16);
auxInitPosition(0,0,400,400);
auxInitWindow("双面光照");
Init();
auxReshapeFunc(Resize);
auxMainLoop(Paint);
return(0);
}
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