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📄 material.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 * Unpublished-- rights reserved under the copyright laws of the * United States.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. *//* * material.c * This program demonstrates the use of the GL lighting model. * Several objects are drawn using different material characteristics. * A single light source illuminates the objects. */#include <stdlib.h>#include <GL/glut.h>/*  Initialize z-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, 2.0, 0.0 };   GLfloat lmodel_ambient[] = { 0.4, 0.4, 0.4, 1.0 };   GLfloat local_view[] = { 0.0 };   glClearColor(0.0, 0.1, 0.1, 0.0);   glEnable(GL_DEPTH_TEST);   glShadeModel(GL_SMOOTH);   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);   glEnable(GL_LIGHTING);   glEnable(GL_LIGHT0);}/*  Draw twelve spheres in 3 rows with 4 columns.   *  The spheres in the first row have materials with no ambient reflection. *  The second row has materials with significant ambient reflection. *  The third row has materials with colored ambient reflection. * *  The first column has materials with blue, diffuse reflection only. *  The second column has blue diffuse reflection, as well as specular *  reflection with a low shininess exponent. *  The third column has blue diffuse reflection, as well as specular *  reflection with a high shininess exponent (a more concentrated highlight). *  The fourth column has materials which also include an emissive component. * *  glTranslatef() is used to move spheres to their appropriate locations. */void display(void){   GLfloat no_mat[] = { 0.0, 0.0, 0.0, 1.0 };   GLfloat mat_ambient[] = { 0.7, 0.7, 0.7, 1.0 };   GLfloat mat_ambient_color[] = { 0.8, 0.8, 0.2, 1.0 };   GLfloat mat_diffuse[] = { 0.1, 0.5, 0.8, 1.0 };   GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };   GLfloat no_shininess[] = { 0.0 };   GLfloat low_shininess[] = { 5.0 };   GLfloat high_shininess[] = { 100.0 };   GLfloat mat_emission[] = {0.3, 0.2, 0.2, 0.0};   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);/*  draw sphere in first row, first column *  diffuse reflection only; no ambient or specular   */   glPushMatrix();   glTranslatef (-3.75, 3.0, 0.0);   glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat);   glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);   glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);   glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);   glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);   glutSolidSphere(1.0, 16, 16);   glPopMatrix();/*  draw sphere in first row, second column *  diffuse and specular reflection; low shininess; no ambient */   glPushMatrix();   glTranslatef (-1.25, 3.0, 0.0);   glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat);   glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);   glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);   glMaterialfv(GL_FRONT, GL_SHININESS, low_shininess);   glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);   glutSolidSphere(1.0, 16, 16);   glPopMatrix();/*  draw sphere in first row, third column *  diffuse and specular reflection; high shininess; no ambient */   glPushMatrix();   glTranslatef (1.25, 3.0, 0.0);   glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat);   glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);   glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);   glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);   glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);   glutSolidSphere(1.0, 16, 16);   glPopMatrix();/*  draw sphere in first row, fourth column *  diffuse reflection; emission; no ambient or specular reflection */   glPushMatrix();   glTranslatef (3.75, 3.0, 0.0);   glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat);   glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);   glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);   glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);   glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission);   glutSolidSphere(1.0, 16, 16);   glPopMatrix();/*  draw sphere in second row, first column *  ambient and diffuse reflection; no specular   */   glPushMatrix();   glTranslatef (-3.75, 0.0, 0.0);   glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);   glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);   glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);   glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);   glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);   glutSolidSphere(1.0, 16, 16);   glPopMatrix();/*  draw sphere in second row, second column *  ambient, diffuse and specular reflection; low shininess */   glPushMatrix();   glTranslatef (-1.25, 0.0, 0.0);   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, low_shininess);   glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);   glutSolidSphere(1.0, 16, 16);   glPopMatrix();/*  draw sphere in second row, third column *  ambient, diffuse and specular reflection; high shininess */   glPushMatrix();   glTranslatef (1.25, 0.0, 0.0);   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, high_shininess);   glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);   glutSolidSphere(1.0, 16, 16);   glPopMatrix();/*  draw sphere in second row, fourth column *  ambient and diffuse reflection; emission; no specular */   glPushMatrix();   glTranslatef (3.75, 0.0, 0.0);   glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);   glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);   glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);   glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);   glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission);   glutSolidSphere(1.0, 16, 16);   glPopMatrix();/*  draw sphere in third row, first column *  colored ambient and diffuse reflection; no specular   */   glPushMatrix();   glTranslatef (-3.75, -3.0, 0.0);   glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_color);   glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);   glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);   glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);   glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);   glutSolidSphere(1.0, 16, 16);   glPopMatrix();/*  draw sphere in third row, second column *  colored ambient, diffuse and specular reflection; low shininess */   glPushMatrix();   glTranslatef (-1.25, -3.0, 0.0);   glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_color);   glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);   glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);   glMaterialfv(GL_FRONT, GL_SHININESS, low_shininess);   glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);   glutSolidSphere(1.0, 16, 16);   glPopMatrix();/*  draw sphere in third row, third column *  colored ambient, diffuse and specular reflection; high shininess */   glPushMatrix();   glTranslatef (1.25, -3.0, 0.0);   glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_color);   glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);   glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);   glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);   glMaterialfv(GL_FRONT, GL_EMISSION, no_mat);   glutSolidSphere(1.0, 16, 16);   glPopMatrix();/*  draw sphere in third row, fourth column *  colored ambient and diffuse reflection; emission; no specular */   glPushMatrix();   glTranslatef (3.75, -3.0, 0.0);   glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_color);   glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);   glMaterialfv(GL_FRONT, GL_SPECULAR, no_mat);   glMaterialfv(GL_FRONT, GL_SHININESS, no_shininess);   glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission);   glutSolidSphere(1.0, 16, 16);   glPopMatrix();   glFlush();}void reshape(int w, int h){   glViewport(0, 0, w, h);   glMatrixMode(GL_PROJECTION);   glLoadIdentity();   if (w <= (h * 2))      glOrtho (-6.0, 6.0, -3.0*((GLfloat)h*2)/(GLfloat)w,          3.0*((GLfloat)h*2)/(GLfloat)w, -10.0, 10.0);   else      glOrtho (-6.0*(GLfloat)w/((GLfloat)h*2),          6.0*(GLfloat)w/((GLfloat)h*2), -3.0, 3.0, -10.0, 10.0);   glMatrixMode(GL_MODELVIEW);   glLoadIdentity();}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 (600, 450);   glutCreateWindow(argv[0]);   init();   glutReshapeFunc(reshape);   glutDisplayFunc(display);   glutKeyboardFunc (keyboard);   glutMainLoop();   return 0; }

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