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📄 teapots.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 * Unpublished-- rights reserved under the copyright laws of the * United States.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. *//* *  teapots.c *  This program demonstrates lots of material properties. *  A single light source illuminates the objects. */#include <stdlib.h>#include <GL/glut.h>GLuint teapotList;/* * Initialize depth buffer, projection matrix, light source, and lighting * model.  Do not specify a material property here. */void init(void){   GLfloat ambient[] = {0.0, 0.0, 0.0, 1.0};   GLfloat diffuse[] = {1.0, 1.0, 1.0, 1.0};   GLfloat specular[] = {1.0, 1.0, 1.0, 1.0};   GLfloat position[] = {0.0, 3.0, 3.0, 0.0};   GLfloat lmodel_ambient[] = {0.2, 0.2, 0.2, 1.0};   GLfloat local_view[] = {0.0};   glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);   glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);   glLightfv(GL_LIGHT0, GL_POSITION, position);   glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);   glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view);   glFrontFace(GL_CW);   glEnable(GL_LIGHTING);   glEnable(GL_LIGHT0);   glEnable(GL_AUTO_NORMAL);   glEnable(GL_NORMALIZE);   glEnable(GL_DEPTH_TEST); /*  be efficient--make teapot display list  */   teapotList = glGenLists(1);   glNewList (teapotList, GL_COMPILE);   glutSolidTeapot(1.0);   glEndList ();}/* * Move object into position.  Use 3rd through 12th  * parameters to specify the material property.  Draw a teapot. */void renderTeapot(GLfloat x, GLfloat y,   GLfloat ambr, GLfloat ambg, GLfloat ambb,   GLfloat difr, GLfloat difg, GLfloat difb,   GLfloat specr, GLfloat specg, GLfloat specb, GLfloat shine){   GLfloat mat[4];   glPushMatrix();   glTranslatef(x, y, 0.0);   mat[0] = ambr; mat[1] = ambg; mat[2] = ambb; mat[3] = 1.0;   glMaterialfv(GL_FRONT, GL_AMBIENT, mat);   mat[0] = difr; mat[1] = difg; mat[2] = difb;   glMaterialfv(GL_FRONT, GL_DIFFUSE, mat);   mat[0] = specr; mat[1] = specg; mat[2] = specb;   glMaterialfv(GL_FRONT, GL_SPECULAR, mat);   glMaterialf(GL_FRONT, GL_SHININESS, shine * 128.0);   glCallList(teapotList);   glPopMatrix();}/** *  First column:  emerald, jade, obsidian, pearl, ruby, turquoise *  2nd column:  brass, bronze, chrome, copper, gold, silver *  3rd column:  black, cyan, green, red, white, yellow plastic *  4th column:  black, cyan, green, red, white, yellow rubber */void display(void){   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);   renderTeapot(2.0, 17.0, 0.0215, 0.1745, 0.0215,      0.07568, 0.61424, 0.07568, 0.633, 0.727811, 0.633, 0.6);   renderTeapot(2.0, 14.0, 0.135, 0.2225, 0.1575,      0.54, 0.89, 0.63, 0.316228, 0.316228, 0.316228, 0.1);   renderTeapot(2.0, 11.0, 0.05375, 0.05, 0.06625,      0.18275, 0.17, 0.22525, 0.332741, 0.328634, 0.346435, 0.3);   renderTeapot(2.0, 8.0, 0.25, 0.20725, 0.20725,      1, 0.829, 0.829, 0.296648, 0.296648, 0.296648, 0.088);   renderTeapot(2.0, 5.0, 0.1745, 0.01175, 0.01175,      0.61424, 0.04136, 0.04136, 0.727811, 0.626959, 0.626959, 0.6);   renderTeapot(2.0, 2.0, 0.1, 0.18725, 0.1745,      0.396, 0.74151, 0.69102, 0.297254, 0.30829, 0.306678, 0.1);   renderTeapot(6.0, 17.0, 0.329412, 0.223529, 0.027451,      0.780392, 0.568627, 0.113725, 0.992157, 0.941176, 0.807843,      0.21794872);   renderTeapot(6.0, 14.0, 0.2125, 0.1275, 0.054,      0.714, 0.4284, 0.18144, 0.393548, 0.271906, 0.166721, 0.2);   renderTeapot(6.0, 11.0, 0.25, 0.25, 0.25,      0.4, 0.4, 0.4, 0.774597, 0.774597, 0.774597, 0.6);   renderTeapot(6.0, 8.0, 0.19125, 0.0735, 0.0225,      0.7038, 0.27048, 0.0828, 0.256777, 0.137622, 0.086014, 0.1);   renderTeapot(6.0, 5.0, 0.24725, 0.1995, 0.0745,      0.75164, 0.60648, 0.22648, 0.628281, 0.555802, 0.366065, 0.4);   renderTeapot(6.0, 2.0, 0.19225, 0.19225, 0.19225,      0.50754, 0.50754, 0.50754, 0.508273, 0.508273, 0.508273, 0.4);   renderTeapot(10.0, 17.0, 0.0, 0.0, 0.0, 0.01, 0.01, 0.01,      0.50, 0.50, 0.50, .25);   renderTeapot(10.0, 14.0, 0.0, 0.1, 0.06, 0.0, 0.50980392, 0.50980392,      0.50196078, 0.50196078, 0.50196078, .25);   renderTeapot(10.0, 11.0, 0.0, 0.0, 0.0,      0.1, 0.35, 0.1, 0.45, 0.55, 0.45, .25);   renderTeapot(10.0, 8.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0,      0.7, 0.6, 0.6, .25);   renderTeapot(10.0, 5.0, 0.0, 0.0, 0.0, 0.55, 0.55, 0.55,      0.70, 0.70, 0.70, .25);   renderTeapot(10.0, 2.0, 0.0, 0.0, 0.0, 0.5, 0.5, 0.0,      0.60, 0.60, 0.50, .25);   renderTeapot(14.0, 17.0, 0.02, 0.02, 0.02, 0.01, 0.01, 0.01,      0.4, 0.4, 0.4, .078125);   renderTeapot(14.0, 14.0, 0.0, 0.05, 0.05, 0.4, 0.5, 0.5,      0.04, 0.7, 0.7, .078125);   renderTeapot(14.0, 11.0, 0.0, 0.05, 0.0, 0.4, 0.5, 0.4,      0.04, 0.7, 0.04, .078125);   renderTeapot(14.0, 8.0, 0.05, 0.0, 0.0, 0.5, 0.4, 0.4,      0.7, 0.04, 0.04, .078125);   renderTeapot(14.0, 5.0, 0.05, 0.05, 0.05, 0.5, 0.5, 0.5,      0.7, 0.7, 0.7, .078125);   renderTeapot(14.0, 2.0, 0.05, 0.05, 0.0, 0.5, 0.5, 0.4,      0.7, 0.7, 0.04, .078125);   glFlush();}void reshape(int w, int h){   glViewport(0, 0, (GLsizei) w, (GLsizei) h);   glMatrixMode(GL_PROJECTION);   glLoadIdentity();   if (w <= h)      glOrtho(0.0, 16.0, 0.0, 16.0*(GLfloat)h/(GLfloat)w,              -10.0, 10.0);   else      glOrtho(0.0, 16.0*(GLfloat)w/(GLfloat)h, 0.0, 16.0,              -10.0, 10.0);   glMatrixMode(GL_MODELVIEW);}void keyboard(unsigned char key, int x, int y){   switch (key) {      case 27:         exit(0);         break;   }}/* * Main Loop  */int main(int argc, char **argv){   glutInit(&argc, argv);   glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);   glutInitWindowSize(500, 600);   glutInitWindowPosition(50,50);   glutCreateWindow(argv[0]);   init();   glutReshapeFunc(reshape);   glutDisplayFunc(display);   glutKeyboardFunc (keyboard);   glutMainLoop();   return 0;}

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