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📄 light.cpp

📁 linux下的网络程序
💻 CPP
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/*#include <GL/glut.h>
#include <stdlib.h>

void init(void) 
{
   GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
   GLfloat mat_shininess[] = { 50.0 };
   GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };

   glClearColor (0.0, 0.0, 0.0, 0.0);
   glShadeModel (GL_SMOOTH);

   glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
   glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
   glLightfv(GL_LIGHT0, GL_POSITION, light_position);

   ////////////////////////////////////////////////////////
   GLfloat light1_specular[] = { 1.0, 1.0, 1.0, 1.0 };
   GLfloat light1_ambient[] = { 0.2,0.2,0.2,1.0 };
   GLfloat light1_diffuse[]={1.0,1.0,1.0,1.0};
   GLfloat light1_position[] = { -2.0,2.0,2.0,1.0};
   GLfloat spot_direction[] = {1.0,-1.0,-1.0};
   ////////////////////////////////////////////////////////

   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_CONSTANT_ATTENUATION,1.5);
   glLightf(GL_LIGHT1,GL_LINEAR_ATTENUATION,0.5);
   glLightf(GL_LIGHT1,GL_QUADRATIC_ATTENUATION,0.2);

   glLightf(GL_LIGHT1,GL_SPOT_CUTOFF,45.0);
   glLightfv(GL_LIGHT1,GL_SPOT_DIRECTION,spot_direction);
   glLightf(GL_LIGHT1,GL_SPOT_EXPONENT,2.0);

   glEnable(GL_LIGHTING);
   glEnable(GL_LIGHT0);
   glEnable(GL_LIGHT1);
   glEnable(GL_DEPTH_TEST);
}

void display(void)
{
   glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   glutSolidSphere (0.5, 60, 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 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);
   glutKeyboardFunc(keyboard);
   glutMainLoop();
   return 0;
}*/
#include <GL/glut.h>
#include <stdlib.h>

static int spin = 0;

/*  Initialize material property, light source, lighting model,
 *  and depth buffer.
 */
void init(void) 
{
   glClearColor (0.0, 0.0, 0.0, 0.0);
   glShadeModel (GL_SMOOTH);
   glEnable(GL_LIGHTING);
   glEnable(GL_LIGHT0);
   glEnable(GL_DEPTH_TEST);
}

/*  Here is where the light position is reset after the modeling
 *  transformation (glRotated) is called.  This places the
 *  light at a new position in world coordinates.  The cube
 *  represents the position of the light.
 */
void display(void)
{
   GLfloat position[] = { 0.0, 0.0, 2.5, 1.0 };

   glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   glPushMatrix ();
   gluLookAt (0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);

   glPushMatrix ();
   glRotated ((GLdouble) spin, 1.0, 0.0, 0.0);
   glLightfv (GL_LIGHT0, GL_POSITION, position);

   glTranslated (0.0, 0.0, 1.5);
   glDisable (GL_LIGHTING);
   glColor3f (0.0, 1.0, 1.0);
   glutSolidSphere (0.05, 60, 2);
   glEnable (GL_LIGHTING);
   glPopMatrix ();

   glutSolidTorus (0.175, 0.55, 32, 60);
   glPopMatrix ();
   glFlush ();
}

void reshape (int w, int h)
{
   glViewport (0, 0, (GLsizei) w, (GLsizei) h);
   glMatrixMode (GL_PROJECTION);
   glLoadIdentity();
   gluPerspective(40.0, (GLfloat) w/(GLfloat) h, 1.0, 20.0);
   glMatrixMode(GL_MODELVIEW);
   glLoadIdentity();
}

void mouse(int button, int state, int x, int y)
{
   switch (button) {
      case GLUT_LEFT_BUTTON:
         if (state == GLUT_DOWN) {
            spin = (spin + 30) % 360;
            glutPostRedisplay();
         }
         break;
      default:
         break;
   }
}

void keyboard(unsigned char key, int x, int y)
{
   switch (key) {
      case 27:
         exit(0);
         break;
	  case 13:
		  spin = (spin + 30) % 360;
          glutPostRedisplay();
		  break;
   }
}

int main(int argc, char** argv)
{
   glutInit(&argc, argv);
   glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
   glutInitWindowSize (400, 400); 
   glutInitWindowPosition (100, 100);
   glutCreateWindow (argv[0]);
   init ();
   glutDisplayFunc(display); 
   glutReshapeFunc(reshape);
   glutMouseFunc(mouse);
   glutKeyboardFunc(keyboard);
   glutMainLoop();
   return 0;
}

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