Opengl光照(茶壶)

http://www.cnblogs.com/opengl/archive/2012/11/14/2770745.html
#include


// Initialize material property, light source, lighting model, * and depth buffer.

void init(void)

{

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 };

GLfloat white_light[] = { 1.0, 1.0, 1.0, 1.0 };

GLfloat Light_Model_Ambient[] = { 0.2 , 0.2 , 0.2 , 1.0 }; //

glClearColor (0.0, 0.0, 0.0, 0.0);

glShadeModel (GL_SMOOTH);

glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);

glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);

glLightfv(GL_LIGHT0, GL_POSITION, light_position);

glLightfv(GL_LIGHT0, GL_DIFFUSE, white_light);

glLightfv(GL_LIGHT0, GL_SPECULAR, white_light);

glLightModelfv( GL_LIGHT_MODEL_AMBIENT , Light_Model_Ambient ); //

glEnable(GL_LIGHTING);

glEnable(GL_LIGHT0);

glEnable(GL_DEPTH_TEST);

}

void display(void)

{

glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

//glutSolidSphere (1.0, 20, 16);

glutSolidTeapot(0.5);

glFlush ();

}

void reshape (int w, int h)

{

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_SINGLE | GLUT_RGB | GLUT_DEPTH);

glutInitWindowSize (500, 500);

glutInitWindowPosition (100, 100);

glutCreateWindow (argv[0]);

init ();

glutDisplayFunc(display);

glutReshapeFunc(reshape);

glutMainLoop();

return 0;

}

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