真实感球绘制(二)
oat mat_shininess[] = { 50.0 };
GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);//set material 镜面光反射
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);//设置材料反射指数
glLightfv(GL_LIGHT0, GL_POSITION, light_position);//光源位置
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
auxSolidSphere(1.0);
glFlush();
}
void myReshape(GLsizei w, GLsizei h)
{
glViewport(0, 0, w, 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)
{
auxInitDisplayMode (AUX_SINGLE | AUX_RGBA | AUX_DEPTH);
auxInitPosition (0, 0, 500, 500);
auxInitWindow ((LPCWSTR)"Lighting Sphere");
myinit();
auxReshapeFunc ((AUXRESHAPEPROC)myReshape);
auxMainLoop((AUXMAINPROC)display);
}
效果如下:
最后还看到一组超全的光亮度模型结果,代码在这里。
结果如图: