
#include <GL/glut.h>const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };const GLfloat high_shininess[] = { 100.0f };
void display(){
glClear(GL_COLOR_BUFFER_BIT |GL_DEPTH_BUFFER_BIT); glutSolidTeapot(0.3); glutSwapBuffers();}void motion(int x,int y){ light_position[0]= (x-150)/150.0; light_position[1]=-(y-150)/150.0; glLightfv(GL_LIGHT0, GL_POSITION,light_position); glutPostRedisplay();
}int main(int argc,char**argv){ glutInit(&argc,argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH); glutCreateWindow("week07 light");
glutDisplayFunc(display); glutMotionFunc(motion); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHT0); glEnable(GL_NORMALIZE); glEnable(GL_COLOR_MATERIAL); glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse); glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular); glLightfv(GL_LIGHT0, GL_POSITION, light_position);
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);
glutMainLoop();



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