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📄 材质与光源.cpp

📁 C++源代码集
💻 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 Resize(GLsizei w,GLsizei h);
void CALLBACK Paint(void);

void Init(void)
{
	GLfloat mat_ambient[]={0.8,0.8,0.8,1.0};
	GLfloat mat_diffuse[]={0.8,0.0,0.8,1.0};
	GLfloat mat_specular[]={1.0,0.0,1.0,1.0};
	GLfloat mat_shininess[]={50.0};
	GLfloat light_diffuse[]={0.0,0.0,1.0,1.0};
	GLfloat light_position[]={1.0,1.0,1.0,0.0};

	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,mat_shininess);
	glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse);
	glLightfv(GL_LIGHT0,GL_POSITION,light_position);

	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT0);
	glDepthFunc(GL_LESS);
	glEnable(GL_DEPTH_TEST);
}

void CALLBACK Paint(void)
{
	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
	auxSolidSphere(1.0);
	glFlush();
}

void CALLBACK Resize(GLsizei w,GLsizei h)
{
	glViewport(0,0,w,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 main(void)
{
	auxInitDisplayMode(AUX_SINGLE|AUX_RGBA|AUX_DEPTH16);
	auxInitPosition(0,0,500,500);
	auxInitWindow("比较光源颜色与材质的颜色");
	Init();
	auxReshapeFunc(Resize);
	auxMainLoop(Paint);
}

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