#include "windows.h"
#include "GL/glut.h"
#include "stdio.h"
#include "math.h"
#define G_PI 3.14159265358979323846f
void prepare_lighting();
void display();
void keyboard(unsigned char key, int x, int y);
float theta, phi;
int main()
{
theta = G_PI/2;
phi = -G_PI/2;
glutInitDisplayMode( GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB );
glutInitWindowSize( 640, 640 );
glutCreateWindow( "hihi" );
glutDisplayFunc(display);
glutKeyboardFunc( keyboard );
prepare_lighting();
glutMainLoop();
return 0;
}
void keyboard(unsigned char key, int x, int y)
{
switch( key )
{
case 'w':
theta -= .05;
prepare_lighting();
glutPostRedisplay();
break;
case 's':
theta += .05;
prepare_lighting();
glutPostRedisplay();
break;
case 'a':
phi -= .05;
prepare_lighting();
glutPostRedisplay();
break;
case 'd':
phi += .05;
prepare_lighting();
glutPostRedisplay();
break;
};
}
void display()
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective( 20, 1, 0.1, 10 );
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(
0,0,1,
0,0,0,
0,1,0 );
glEnable( GL_LIGHTING );
glEnable( GL_DEPTH_TEST );
glutSolidTeapot( .1 );
glutSwapBuffers();
}
void prepare_lighting()
{
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[4] = { sinf(theta) * cosf(phi), cosf(theta), -sinf(theta) * sinf(phi), 0 };
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 };
theta = fmodf( theta, 2*G_PI );
phi = fmodf( phi, 2*G_PI );
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);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glEnable( GL_LIGHT0 );
}
2012年7月17日 星期二
GLUT Light
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