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📄 colormat.c

📁 OpenGL学习资料
💻 C
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/* * Copyright (c) 1993-1999, Silicon Graphics, Inc. * ALL RIGHTS RESERVED  * Permission to use, copy, modify, and distribute this software for  * any purpose and without fee is hereby granted, provided that the above * copyright notice appear in all copies and that both the copyright notice * and this permission notice appear in supporting documentation, and that  * the name of Silicon Graphics, Inc. not be used in advertising * or publicity pertaining to distribution of the software without specific, * written prior permission.  * * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS" * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE, * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR * FITNESS FOR A PARTICULAR PURPOSE.  IN NO EVENT SHALL SILICON * GRAPHICS, INC.  BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT, * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC.  HAS BEEN * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE. *  * US Government Users Restricted Rights  * Use, duplication, or disclosure by the Government is subject to * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph * (c)(1)(ii) of the Rights in Technical Data and Computer Software * clause at DFARS 252.227-7013 and/or in similar or successor * clauses in the FAR or the DOD or NASA FAR Supplement. * Unpublished-- rights reserved under the copyright laws of the * United States.  Contractor/manufacturer is Silicon Graphics, * Inc., 2011 N.  Shoreline Blvd., Mountain View, CA 94039-7311. * * OpenGL(R) is a registered trademark of Silicon Graphics, Inc. *//* *  colormat.c *  After initialization, the program will be in *  ColorMaterial mode.  Interaction:  pressing the  *  mouse buttons will change the diffuse reflection values. */#include <GL/glut.h>#include <stdlib.h>GLfloat diffuseMaterial[4] = { 0.5, 0.5, 0.5, 1.0 };/*  Initialize material property, light source, lighting model, *  and depth buffer. */void init(void) {   GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };   GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };   glClearColor (0.0, 0.0, 0.0, 0.0);   glShadeModel (GL_SMOOTH);   glEnable(GL_DEPTH_TEST);   glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseMaterial);   glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);   glMaterialf(GL_FRONT, GL_SHININESS, 25.0);   glLightfv(GL_LIGHT0, GL_POSITION, light_position);   glEnable(GL_LIGHTING);   glEnable(GL_LIGHT0);   glColorMaterial(GL_FRONT, GL_DIFFUSE);   glEnable(GL_COLOR_MATERIAL);}void display(void){   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);   glutSolidSphere(1.0, 20, 16);   glFlush ();}void reshape (int w, int h){   glViewport (0, 0, (GLsizei) w, (GLsizei) h);   glMatrixMode (GL_PROJECTION);   glLoadIdentity();   if (w <= h)      glOrtho (-1.5, 1.5, -1.5*(GLfloat)h/(GLfloat)w,         1.5*(GLfloat)h/(GLfloat)w, -10.0, 10.0);   else      glOrtho (-1.5*(GLfloat)w/(GLfloat)h,         1.5*(GLfloat)w/(GLfloat)h, -1.5, 1.5, -10.0, 10.0);   glMatrixMode(GL_MODELVIEW);   glLoadIdentity();}void mouse(int button, int state, int x, int y){   switch (button) {      case GLUT_LEFT_BUTTON:         if (state == GLUT_DOWN) {            diffuseMaterial[0] += 0.1;            if (diffuseMaterial[0] > 1.0)               diffuseMaterial[0] = 0.0;            glColor4fv(diffuseMaterial);            glutPostRedisplay();         }         break;      case GLUT_MIDDLE_BUTTON:         if (state == GLUT_DOWN) {            diffuseMaterial[1] += 0.1;            if (diffuseMaterial[1] > 1.0)               diffuseMaterial[1] = 0.0;            glColor4fv(diffuseMaterial);            glutPostRedisplay();         }         break;      case GLUT_RIGHT_BUTTON:         if (state == GLUT_DOWN) {            diffuseMaterial[2] += 0.1;            if (diffuseMaterial[2] > 1.0)               diffuseMaterial[2] = 0.0;            glColor4fv(diffuseMaterial);            glutPostRedisplay();         }         break;      default:         break;   }}void keyboard(unsigned char key, int x, int y){   switch (key) {      case 27:         exit(0);         break;   }}int main(int argc, char** argv){   glutInit(&argc, argv);   glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);   glutInitWindowSize (500, 500);    glutInitWindowPosition (100, 100);   glutCreateWindow (argv[0]);   init ();   glutDisplayFunc(display);    glutReshapeFunc(reshape);   glutMouseFunc(mouse);   glutKeyboardFunc(keyboard);   glutMainLoop();   return 0;}

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