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OpenGL学习笔记——04
0750long | 2009-07-15 13:31:21    阅读:1962   发布文章

OpenGL学习笔记——04

 

点击开大图

第1行第1列,只有漫反射,没有环境光反射和镜面反射
第1行第2列,有漫反射和镜面反射,低光泽度,无环境光反射
第1行第3列,有漫反射和镜面反射,高光泽度,无环境光反射
第1行第4列,有漫反射和发射光,无环境光反射和镜面反射

第2行第1列,有环境光反射和漫反射,无镜面反射
第2行第2列,有环境光反射、漫反射、镜面反射,低光泽度
第2行第3列,有环境光反射、漫反射、镜面反射,高光泽度
第2行第4列,有环境光反射、漫反射、发射光,无镜面反射

第3行第1列,有环境光反射和漫反射,无镜面反射
第3行第2列,有环境光反射、漫反射、镜面反射,低光泽度
第3行第3列,有环境光反射、漫反射、镜面反射,高光泽度
第3行第4列,有环境光反射、漫反射、发射光,无镜面反射

源代码如下:
#include <GL/glut.h>
#include <stdlib.h>
void init()
{
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);
}
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);
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, 64, 64);
glPopMatrix();
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, 64, 64);
glPopMatrix();
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, 64, 64);
glPopMatrix();
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, 64, 64);
glPopMatrix();
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, 64, 64);
glPopMatrix();
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, 64, 64);
glPopMatrix();
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, 64, 64);
glPopMatrix();
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, 64, 64);
glPopMatrix();
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, 64, 64);
glPopMatrix();
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, 64, 64);
glPopMatrix();
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, 64, 64);
glPopMatrix();
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, 64, 64);
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)w/(GLfloat)h*2), -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();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(500, 500);
glutInitWindowPosition(100, 100);
glutCreateWindow("OpenGL Test");
init();
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutMainLoop();
return 0;
}

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