📄 gogi.c
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#ifdef GOGI //qglColor( white ); // Shorthand for glColor3f or glIndex GLfloat specular [] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat shininess [] = { 100.0 }; // Set the clear color to black glClearColor(0.0, 0.0, 0.0, 0.0); // Set the shading model glShadeModel(GL_SMOOTH); // Set the polygon mode to fill //glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); // Enable depth testing for hidden line removal glEnable(GL_DEPTH_TEST); // Define material properties of specular color and degree of // shininess. Since this is only done once in this particular // example, it applies to all objects. Material properties can // be set for individual objects, individual faces of the objects, // individual vertices of the faces, etc... glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular); glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, shininess); // Set the GL_AMBIENT_AND_DIFFUSE color state variable to be the // one referred to by all following calls to glColor glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); glEnable(GL_COLOR_MATERIAL); GLfloat light1_position[] = {0000,10000,20000,1}; GLfloat light2_position[] = {-20000,0,0,1}; GLfloat light3_position[] = {0,0,20000,1}; GLfloat light4_position[] = {0,0,-20000,1}; //glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE); glLightfv(GL_LIGHT0, GL_POSITION, light1_position); glLightfv(GL_LIGHT1, GL_POSITION, light2_position); glLightfv(GL_LIGHT2, GL_POSITION, light3_position); glLightfv(GL_LIGHT3, GL_POSITION, light4_position); //GLfloat lightx_position[] = {1000000,0,0,1}; //GLfloat lightx_direction[] = {0,0,100}; //glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, lightx_direction); //glLightfv(GL_LIGHT0, GL_POSITION, lightx_position); //double param = 0.01; //GLfloat lmodel_ambient[] = { param, 2.0*param, 3.0*param, 1.0 }; //glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); glEnable(GL_LIGHT2); glEnable(GL_LIGHT3); glPolygonMode(GL_FRONT, GL_LINE); glPolygonMode(GL_BACK, GL_LINE); //glEnable(GL_DEPTH_TEST); //glDepthMask(GL_TRUE); glEnable(GL_COLOR_MATERIAL); glEnable(GL_NORMALIZE); //glEnable(GL_CULL_FACE); //glEnable(GL_BLEND); //glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glColorMaterial(GL_FRONT_AND_BACK,GL_DIFFUSE); //glClearColor(1, 1, 1, 0); /* Background color = Black*/ //glEnable(GL_CULL_FACE); glShadeModel( GL_SMOOTH ); //glEnable(GL_DEPTH_TEST); float transparency = 1.0; glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); //glColor4f(1.0,1.0,1.0,transparency);#endif // GOGI
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