#include<GL/glut.h>
#include<stdlib.h>
#include<stdio.h>
#include<time.h>
#include<math.h>
void init(void)
{
printf(" init");
GLfloat mat_specular[]={1.0,1.0,1.0,1.0};
GLfloat mat_shininess[]={50.0};
GLfloat light_position[]={1.0, 1.0, 1.0, 0.0}; //r-l u-d f-b
GLfloat diffuseLight[] = { 1.0f, 1.0f, 1.0f, 1.0f};
GLfloat specular[] = { 1.0f, 1.0f, 1.0f, 1.0f};
glClearColor(0.3,0.8,0.8,0.0); //bgc
glColor3ub(23, 17, 215);
glShadeModel(GL_SMOOTH);
glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess);
glLightfv(GL_LIGHT0,GL_DIFFUSE,diffuseLight);
glLightfv(GL_LIGHT0,GL_SPECULAR,specular);
glLightfv(GL_LIGHT0,GL_POSITION,light_position);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
}
void initDisplay(void)
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glutSolidSphere(0.4,40,50);
glutSwapBuffers();
}
void reshape(int w,int h)
{
printf(" reshape");
glViewport(0,0,(GLsizei)w,(GLsizei)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();
}
int main(int argc,char **argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB);
glutInitWindowSize(400,740);
glutInitWindowPosition(300,20);
glutCreateWindow(argv[0]);
init();
glutDisplayFunc(initDisplay);
glutReshapeFunc(reshape);
glutMainLoop();
return 0;
}
3D光照渲染小球
最新推荐文章于 2021-06-22 17:37:32 发布