绘制多光源、多实体的三维光照模型;
#include<windows.h>
#include <iostream>
#include <cmath>
#include<stdlib.h>
#include<gl/glut.h>
#include<stdio.h>
#include<math.h> //X86
#include<glaux.h>
#pragma comment(lib, "glaux")
using namespace std;
#define Width 32
#define Height 32
GLubyte texImage[Height][Width][3];
float rot = 0;
GLuint texture2[1];
int yourselect;
GLint dx = 0;
GLint dy = 0;
//void Init();
//void Reshape(int w, int h);
//void LoadGLTextures();
//void Loadfunctt();
//void makeTexture();
//void myDisplay();
//void idle();
//void menu(int menultem);
void Init()
{
glClearColor(0.0f, 0.0f, 0.1f, 0);//清除颜色函数。会清除(即绘制)的背景色。
//glCullFace(GL_BACK);//背面不可见
//glEnable(GL_CULL_FACE);//裁剪
//glEnable(GL_TEXTURE_2D);//开启纹理
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
}
void Reshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
//glMatrixMode设置接下来的矩阵操作为投影矩阵或模型视图矩阵
//GL_PROJECTION参数用于设置接下来的操作为投影矩阵,GL_MODELVIEW参数则用于设置接下来的操作为模型视图矩阵。
//投影矩阵定义了从视点到裁剪平面的映射,决定了哪些物体可以被渲染以及它们在窗口中的位置。
// 模型视图矩阵则定义了物体在空间中的位置、旋转和缩放。
glLoadIdentity();
glOrtho(-w / 2, w / 2, -h / 2, h / 2, -300, 300);//设置一个二维的正交投影矩阵。void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near, GLdouble far);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
//void makeTexture() {
// int c;
// for (int i = 0; i < Height; i++)
// {
// for (int j = 0; j < Width; j++) {
// c = (((i & 0x32) == 0) ^ ((j & 0x32)) == 0) * 255;//^异或运算
// texImage[i][j][0] = (GLubyte)c;
// texImage[i][j][1] = (GLubyte)c;
// texImage[i][j][2] = (GLubyte)c;
// }
// }
//}
//void Loadfunctt() { //函数纹理
// makeTexture();
// glPixelStorei(GL_UNPACK_ALIGNMENT, 1);//像素传输
// glGenTextures(1, &texture2[0]);
// glBindTexture(GL_TEXTURE_2D, texture2[0]); //绑定纹理
// glTexImage2D(GL_TEXTURE_2D, 0, 3, Width, Height, 0, GL_RGB, GL_UNSIGNED_BYTE, texImage);//贴图
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//
// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
//}
void InitMaterial() {//设置物体表面属性
//cout<< "InitMaterial"<<endl;
float mat_ambient[] = { 0.135000, 0.222500, 0.157500, 0.95000};
float mat_diffuse[] = { 0.540000, 0.890000, 0.630000, 0.950000 };
float mat_specular[] = { 0.316228, 0.316228, 0.316228, 0.950000 };
float mat_shininess[] = { 12.800000};
//face应用在哪个面,pname说明材质,param材质指针
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);//环境光
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse);//漫反射
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);//镜面反射率
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);//镜面反射指数
//glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
}
void InitLight() {
//cout << "InitLight" << endl;
float lig_pstion0[] = { 600,0,0,0 };
glLightfv(GL_LIGHT0, GL_POSITION,lig_pstion0);
float lig_pstion1[] = { -600,0,0,0 };
GLfloat lig_ambient[] = { 0.247250, 0.224500, 0.064500, 1.000000 };
GLfloat lig_diffuse1[] = { 0.346150, 0.314300, 0.090300, 1.000000 };
GLfloat lig_specular1[] = { 0.797357, 0.723991, 0.208006, 1.000000 };
GLfloat lig_shininess[] = { 83.199997 };
glLightfv(GL_LIGHT1, GL_POSITION, lig_pstion1);
glLightfv(GL_LIGHT1, GL_DIFFUSE, lig_diffuse1);
glLightfv(GL_LIGHT1, GL_SPECULAR, lig_specular1);
glLightfv(GL_LIGHT1, GL_AMBIENT, lig_ambient);
glLightfv(GL_LIGHT1, GL_SHININESS, lig_shininess);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
}
void myDisplay()
{
//glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
//glutSolidSphere(100, 64, 64);
glLoadIdentity();
glRotatef(rot, 1, 0, 0);
glRotatef(rot, 0, 1, 0);
glRotatef(rot, 0, 0, 1);
Sleep(10);
if (yourselect == 1) {
//函数纹理
InitLight();
InitMaterial();
//Loadfunctt();
glutSolidTeapot(200);
glutSwapBuffers();
}
else if (yourselect == 2){
exit('End');
}
glFlush();
}
void idle()
{
rot += 1;
glutPostRedisplay();//
Sleep(50);
}
//void mouse(GLint button,GLint state,GLint x,GLint y) {
// if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
// dx = x;
// dy = 600 - y;
// glutPostRedisplay();
// }
//}
//void keyboard(unsigned char key, int x=0, int y=0) {
// save = countf;
// switch (key) {
// case'S':
// case's':
// x += dx;
// break;
// case'Z':
// case'z':
// break;
// case'X':
// case'x':
// break;
// }
// glutPostRedisplay();
//}
void menu(int menultem) {
yourselect = menultem;
glutPostRedisplay();
}
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE | GLUT_DEPTH);
//glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
//glutInitDisplayMode(AUX_SINGLE | AUX_RGBA|AUX_DEPTH);//设置窗口的显示模式,单缓冲模式,rgb颜色模式,深度缓存模式
glutInitWindowPosition(100, 100);
glutInitWindowSize(600, 600);
glutCreateWindow("Light");
//glutMouseFunc(mouse);//鼠标
//glutKeyboardFunc(keyboard);
int menuld = glutCreateMenu(menu);//菜单
glutAddMenuEntry("动感茶壶", 1);
//glutAddMenuEntry("functon_grain", 2);
glutAddMenuEntry("End",2);
glutAttachMenu(GLUT_RIGHT_BUTTON);
Init();
/*InitMaterial();
InitLight();*/
//glutIdleFunc(RenderScene);
glutDisplayFunc(myDisplay);
glutReshapeFunc(Reshape);
glutIdleFunc(idle);
glutMainLoop();//
return 0;
}