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📄 draw_lamp.c

📁 学习c++必备
💻 C
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1.000000},	{0.000000, 0.000000, 1.000000},    },};void draw_hemisphere(void) {  glCallList(MAT_HEMISPHERE);  glEnable(GL_LIGHTING);  /* CF damn! */  /* glEnable(GL_NORMALIZE); */	glBegin(GL_TRIANGLE_STRIP);	    glNormal3fv(hp[0][0]); glVertex3fv(hp[0][0]);	    glNormal3fv(hp[1][0]); glVertex3fv(hp[1][0]);	    glNormal3fv(hp[0][1]); glVertex3fv(hp[0][1]);	    glNormal3fv(hp[1][1]); glVertex3fv(hp[1][1]);	    glNormal3fv(hp[0][2]); glVertex3fv(hp[0][2]);	    glNormal3fv(hp[1][2]); glVertex3fv(hp[1][2]);	    glNormal3fv(hp[0][3]); glVertex3fv(hp[0][3]);	    glNormal3fv(hp[1][3]); glVertex3fv(hp[1][3]);	    glNormal3fv(hp[0][4]); glVertex3fv(hp[0][4]);	    glNormal3fv(hp[1][4]); glVertex3fv(hp[1][4]);	    glNormal3fv(hp[0][5]); glVertex3fv(hp[0][5]);	    glNormal3fv(hp[1][5]); glVertex3fv(hp[1][5]);	    glNormal3fv(hp[0][6]); glVertex3fv(hp[0][6]);	    glNormal3fv(hp[1][6]); glVertex3fv(hp[1][6]);	    glNormal3fv(hp[0][7]); glVertex3fv(hp[0][7]);	    glNormal3fv(hp[1][7]); glVertex3fv(hp[1][7]);	    glNormal3fv(hp[0][8]); glVertex3fv(hp[0][8]);	    glNormal3fv(hp[1][8]); glVertex3fv(hp[1][8]);	    glNormal3fv(hp[0][9]); glVertex3fv(hp[0][9]);	    glNormal3fv(hp[1][9]); glVertex3fv(hp[1][9]);	    glNormal3fv(hp[0][10]); glVertex3fv(hp[0][10]);	    glNormal3fv(hp[1][10]); glVertex3fv(hp[1][10]);	    glNormal3fv(hp[0][11]); glVertex3fv(hp[0][11]);	    glNormal3fv(hp[1][11]); glVertex3fv(hp[1][11]);	    glNormal3fv(hp[0][12]); glVertex3fv(hp[0][12]);	    glNormal3fv(hp[1][12]); glVertex3fv(hp[1][12]);	glEnd();	glBegin(GL_TRIANGLE_STRIP);	    glNormal3fv(hp[1][0]); glVertex3fv(hp[1][0]);	    glNormal3fv(hp[2][0]); glVertex3fv(hp[2][0]);	    glNormal3fv(hp[1][1]); glVertex3fv(hp[1][1]);	    glNormal3fv(hp[2][1]); glVertex3fv(hp[2][1]);	    glNormal3fv(hp[1][2]); glVertex3fv(hp[1][2]);	    glNormal3fv(hp[2][2]); glVertex3fv(hp[2][2]);	    glNormal3fv(hp[1][3]); glVertex3fv(hp[1][3]);	    glNormal3fv(hp[2][3]); glVertex3fv(hp[2][3]);	    glNormal3fv(hp[1][4]); glVertex3fv(hp[1][4]);	    glNormal3fv(hp[2][4]); glVertex3fv(hp[2][4]);	    glNormal3fv(hp[1][5]); glVertex3fv(hp[1][5]);	    glNormal3fv(hp[2][5]); glVertex3fv(hp[2][5]);	    glNormal3fv(hp[1][6]); glVertex3fv(hp[1][6]);	    glNormal3fv(hp[2][6]); glVertex3fv(hp[2][6]);	    glNormal3fv(hp[1][7]); glVertex3fv(hp[1][7]);	    glNormal3fv(hp[2][7]); glVertex3fv(hp[2][7]);	    glNormal3fv(hp[1][8]); glVertex3fv(hp[1][8]);	    glNormal3fv(hp[2][8]); glVertex3fv(hp[2][8]);	    glNormal3fv(hp[1][9]); glVertex3fv(hp[1][9]);	    glNormal3fv(hp[2][9]); glVertex3fv(hp[2][9]);	    glNormal3fv(hp[1][10]); glVertex3fv(hp[1][10]);	    glNormal3fv(hp[2][10]); glVertex3fv(hp[2][10]);	    glNormal3fv(hp[1][11]); glVertex3fv(hp[1][11]);	    glNormal3fv(hp[2][11]); glVertex3fv(hp[2][11]);	    glNormal3fv(hp[1][12]); glVertex3fv(hp[1][12]);	    glNormal3fv(hp[2][12]); glVertex3fv(hp[2][12]);	glEnd();	glBegin(GL_TRIANGLE_STRIP);	    glNormal3fv(hp[2][0]); glVertex3fv(hp[2][0]);	    glNormal3fv(hp[3][0]); glVertex3fv(hp[3][0]);	    glNormal3fv(hp[2][1]); glVertex3fv(hp[2][1]);	    glNormal3fv(hp[3][1]); glVertex3fv(hp[3][1]);	    glNormal3fv(hp[2][2]); glVertex3fv(hp[2][2]);	    glNormal3fv(hp[3][2]); glVertex3fv(hp[3][2]);	    glNormal3fv(hp[2][3]); glVertex3fv(hp[2][3]);	    glNormal3fv(hp[3][3]); glVertex3fv(hp[3][3]);	    glNormal3fv(hp[2][4]); glVertex3fv(hp[2][4]);	    glNormal3fv(hp[3][4]); glVertex3fv(hp[3][4]);	    glNormal3fv(hp[2][5]); glVertex3fv(hp[2][5]);	    glNormal3fv(hp[3][5]); glVertex3fv(hp[3][5]);	    glNormal3fv(hp[2][6]); glVertex3fv(hp[2][6]);	    glNormal3fv(hp[3][6]); glVertex3fv(hp[3][6]);	    glNormal3fv(hp[2][7]); glVertex3fv(hp[2][7]);	    glNormal3fv(hp[3][7]); glVertex3fv(hp[3][7]);	    glNormal3fv(hp[2][8]); glVertex3fv(hp[2][8]);	    glNormal3fv(hp[3][8]); glVertex3fv(hp[3][8]);	    glNormal3fv(hp[2][9]); glVertex3fv(hp[2][9]);	    glNormal3fv(hp[3][9]); glVertex3fv(hp[3][9]);	    glNormal3fv(hp[2][10]); glVertex3fv(hp[2][10]);	    glNormal3fv(hp[3][10]); glVertex3fv(hp[3][10]);	    glNormal3fv(hp[2][11]); glVertex3fv(hp[2][11]);	    glNormal3fv(hp[3][11]); glVertex3fv(hp[3][11]);	    glNormal3fv(hp[2][12]); glVertex3fv(hp[2][12]);	    glNormal3fv(hp[3][12]); glVertex3fv(hp[3][12]);	glEnd();	glBegin(GL_TRIANGLE_STRIP);	    glNormal3fv(hp[3][0]); glVertex3fv(hp[3][0]);	    glNormal3fv(hp[4][0]); glVertex3fv(hp[4][0]);	    glNormal3fv(hp[3][1]); glVertex3fv(hp[3][1]);	    glNormal3fv(hp[4][1]); glVertex3fv(hp[4][1]);	    glNormal3fv(hp[3][2]); glVertex3fv(hp[3][2]);	    glNormal3fv(hp[4][2]); glVertex3fv(hp[4][2]);	    glNormal3fv(hp[3][3]); glVertex3fv(hp[3][3]);	    glNormal3fv(hp[4][3]); glVertex3fv(hp[4][3]);	    glNormal3fv(hp[3][4]); glVertex3fv(hp[3][4]);	    glNormal3fv(hp[4][4]); glVertex3fv(hp[4][4]);	    glNormal3fv(hp[3][5]); glVertex3fv(hp[3][5]);	    glNormal3fv(hp[4][5]); glVertex3fv(hp[4][5]);	    glNormal3fv(hp[3][6]); glVertex3fv(hp[3][6]);	    glNormal3fv(hp[4][6]); glVertex3fv(hp[4][6]);	    glNormal3fv(hp[3][7]); glVertex3fv(hp[3][7]);	    glNormal3fv(hp[4][7]); glVertex3fv(hp[4][7]);	    glNormal3fv(hp[3][8]); glVertex3fv(hp[3][8]);	    glNormal3fv(hp[4][8]); glVertex3fv(hp[4][8]);	    glNormal3fv(hp[3][9]); glVertex3fv(hp[3][9]);	    glNormal3fv(hp[4][9]); glVertex3fv(hp[4][9]);	    glNormal3fv(hp[3][10]); glVertex3fv(hp[3][10]);	    glNormal3fv(hp[4][10]); glVertex3fv(hp[4][10]);	    glNormal3fv(hp[3][11]); glVertex3fv(hp[3][11]);	    glNormal3fv(hp[4][11]); glVertex3fv(hp[4][11]);	    glNormal3fv(hp[3][12]); glVertex3fv(hp[3][12]);	    glNormal3fv(hp[4][12]); glVertex3fv(hp[4][12]);	glEnd();	glBegin(GL_TRIANGLE_STRIP);	    glNormal3fv(hp[4][0]); glVertex3fv(hp[4][0]);	    glNormal3fv(hp[5][0]); glVertex3fv(hp[5][0]);	    glNormal3fv(hp[4][1]); glVertex3fv(hp[4][1]);	    glNormal3fv(hp[5][1]); glVertex3fv(hp[5][1]);	    glNormal3fv(hp[4][2]); glVertex3fv(hp[4][2]);	    glNormal3fv(hp[5][2]); glVertex3fv(hp[5][2]);	    glNormal3fv(hp[4][3]); glVertex3fv(hp[4][3]);	    glNormal3fv(hp[5][3]); glVertex3fv(hp[5][3]);	    glNormal3fv(hp[4][4]); glVertex3fv(hp[4][4]);	    glNormal3fv(hp[5][4]); glVertex3fv(hp[5][4]);	    glNormal3fv(hp[4][5]); glVertex3fv(hp[4][5]);	    glNormal3fv(hp[5][5]); glVertex3fv(hp[5][5]);	    glNormal3fv(hp[4][6]); glVertex3fv(hp[4][6]);	    glNormal3fv(hp[5][6]); glVertex3fv(hp[5][6]);	    glNormal3fv(hp[4][7]); glVertex3fv(hp[4][7]);	    glNormal3fv(hp[5][7]); glVertex3fv(hp[5][7]);	    glNormal3fv(hp[4][8]); glVertex3fv(hp[4][8]);	    glNormal3fv(hp[5][8]); glVertex3fv(hp[5][8]);	    glNormal3fv(hp[4][9]); glVertex3fv(hp[4][9]);	    glNormal3fv(hp[5][9]); glVertex3fv(hp[5][9]);	    glNormal3fv(hp[4][10]); glVertex3fv(hp[4][10]);	    glNormal3fv(hp[5][10]); glVertex3fv(hp[5][10]);	    glNormal3fv(hp[4][11]); glVertex3fv(hp[4][11]);	    glNormal3fv(hp[5][11]); glVertex3fv(hp[5][11]);	    glNormal3fv(hp[4][12]); glVertex3fv(hp[4][12]);	    glNormal3fv(hp[5][12]); glVertex3fv(hp[5][12]);	glEnd();  glDisable(GL_LIGHTING);  glColor3ub(255,  255,  255);  glBegin(GL_POLYGON);  glVertex3fv(hp[5][0]);  glVertex3fv(hp[5][1]);  glVertex3fv(hp[5][2]);  glVertex3fv(hp[5][3]);  glVertex3fv(hp[5][4]);  glVertex3fv(hp[5][5]);  glVertex3fv(hp[5][6]);  glVertex3fv(hp[5][7]);  glVertex3fv(hp[5][8]);  glVertex3fv(hp[5][9]);  glVertex3fv(hp[5][10]);  glVertex3fv(hp[5][11]);  glEnd();  /* CF damn! */  /* glDisable(GL_NORMALIZE); */}

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