OpenGL光照效果

// 本程序中使用了两个光源,一个是标准的蓝色光源,另一个是红色的聚光灯 #include <windows.h> #pragma warning(disable : 4305) #include <GL/gl.h> #include <GL/glu.h> #include <GL/glaux.h> void myinit(void); void CALLBACK myReshape(GLsizei w, GLsizei h); void CALLBACK display(void); // 初始化材质特性、光源、光照模型和深度缓冲区 void myinit(void) { GLfloat mat_ambient[]= { 0.2, 0.2, 0.2, 1.0 }; GLfloat mat_diffuse[]= { 0.8, 0.8, 0.8, 1.0 }; GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat mat_shininess[] = { 50.0 }; GLfloat light0_diffuse[]= { 0.0, 0.0, 1.0, 1.0}; GLfloat light0_position[] = { 1.0, 1.0, 1.0, 0.0 }; GLfloat light1_ambient[]= { 0.2, 0.2, 0.2, 1.0 }; GLfloat light1_diffuse[]= { 1.0, 0.0, 0.0, 1.0 }; GLfloat light1_specular[] = { 1.0, 0.6, 0.6, 1.0 }; GLfloat light1_position[] = { -3.0, -3.0, 3.0, 1.0 }; GLfloat spot_direction[]={ 1.0,1.0,-1.0}; 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,mat_shininess); glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse); glLightfv(GL_LIGHT0, GL_POSITION,light0_position); glLightfv(GL_LIGHT1, GL_AMBIENT, light1_ambient); glLightfv(GL_LIGHT1, GL_DIFFUSE, light1_diffuse); glLightfv(GL_LIGHT1, GL_SPECULAR,light1_specular); glLightfv(GL_LIGHT1, GL_POSITION,light1_position); glLightf (GL_LIGHT1, GL_SPOT_CUTOFF, 30.0); glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION,spot_direction); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); } void CALLBACK display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glTranslated (-3.0, -3.0, 3.0); glDisable (GL_LIGHTING); glColor3f (1.0, 0.0, 0.0); auxWireCube (0.1); glEnable (GL_LIGHTING); glPopMatrix (); auxSolidSphere(2.0); glFlush(); } void CALLBACK myReshape(GLsizei w, GLsizei h) { glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (w <= h) glOrtho (-5.5, 5.5, -5.5*(GLfloat)h/(GLfloat)w, 5.5*(GLfloat)h/(GLfloat)w, -10.0, 10.0); else glOrtho (-5.5*(GLfloat)w/(GLfloat)h, 5.5*(GLfloat)w/(GLfloat)h, -5.5, 5.5, -10.0, 10.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } // 主函数,初始化窗口大小、RGBA显示模式和处理输入事件 void main(void) { auxInitDisplayMode (AUX_SINGLE | AUX_RGBA); auxInitPosition (0, 0, 500, 500); auxInitWindow ("位置光源和多光源演示"); myinit(); auxReshapeFunc (myReshape); auxMainLoop(display); }