openGL學習筆記4

四、光照


相關函數
glMaterialfv
指定用於光照計算的當前材質屬性。參數face的取值可以是GL_FRONT、GL_BACK或GL_FRONT_AND_BACK,指出材質屬性將應用於物體的哪面。

#include<Windows.h>
#include<gl/glut.h>
#pragma comment(linker, "/subsystem:\"windows\" /entry:\"mainCRTStartup\"")

void init(void)
{
	GLfloat mat_specular[]={1.0,1.0,1.0,1.0};
	GLfloat mat_sunshine[]={50.0};
	GLfloat light_postion[]={1.0,1.0,1.0,0.0};
	GLfloat white_light []={1.0,1.0,1.0,1.0};
	GLfloat lmodel_ambient[]={0.1,0.1,0.1,1.0};
	glClearColor(0.0,0.0,0.0,0.0);
	glShadeModel(GL_SMOOTH);
	glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);//指定材質屬性以及應用於物體的何面
	glMaterialfv(GL_FRONT,GL_SHININESS,mat_sunshine);
	glLightfv(GL_LIGHT0,GL_POSITION,light_postion);
	glLightfv(GL_LIGHT0,GL_DIFFUSE,white_light);
	glLightfv(GL_LIGHT0,GL_SPECULAR,white_light);
	glLightModelfv(GL_LIGHT_MODEL_AMBIENT,lmodel_ambient);
	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT0);
	glEnable(GL_DEPTH_TEST);
}

void disply()
{

	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
	glutSolidSphere(1.0,100,100);
	glFlush();
	
}

void reshape(int w,int h)
{
	glViewport(0,0,GLsizei(w),GLsizei(h));//以左下角爲原點選擇繪圖區域
	glMatrixMode(GL_PROJECTION);//指定當前操作矩陣爲投影矩陣
	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);//對模型視圖矩陣進行操作
	glLoadIdentity();
	
	 
}



int main(int argc, char** argv)
{
 glutInit(&argc,argv);
 glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH);//指定顯示模式
 glutInitWindowSize(500,500);//指定窗口大小
 glutInitWindowPosition(100,100);//指定窗口左上角位置
 glutCreateWindow("OpenGL");//創建窗口標題爲OpenGL的窗口
 init();
 glutDisplayFunc(disply); 
 glutReshapeFunc(reshape);
 glutMainLoop();
 return 0;
}


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