2020年4月15日 星期三

茶壺發光







#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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