OpenGL 练习11.2 Lighting

哈~ 搞掂!

#include<gl/glut.h>
#include<math.h>
#include<stdlib.h>

//窗口大小
int width = 600;
int height = 600;

//a point data type
typedef GLfloat point3[3];

point3 v[] = {{0.0, 0.0, 1.0}, {0.0, 0.942809, -0.333333}, {-0.816497, -0.471405, -0.333333}, {0.816497, -0.471405, -0.333333}};

static int k = 5;

void triangle(point3 a, point3 b, point3 c)
{
	glNormal3fv(a);
	glVertex3fv(a);
	glNormal3fv(b);
	glVertex3fv(b);
	glNormal3fv(c);
	glVertex3fv(c);
}

void normalize(point3 v1, point3 v2, point3 &v3)
{
	float len = sqrt((v1[0]+v2[0])*(v1[0]+v2[0])+(v1[1]+v2[1])*(v1[1]+v2[1])+(v1[2]+v2[2])*(v1[2]+v2[2]));
	v3[0] = (v1[0]+v2[0])/len;
	v3[1] = (v1[1]+v2[1])/len;
	v3[2] = (v1[2]+v2[2])/len;
}

void divide_triangle(point3 a, point3 b, point3 c, int k)
{
	point3 ab, ac, bc;
	normalize(a, b, ab);
	normalize(a, c, ac);
	normalize(b, c, bc);

	if (k > 0)
	{
		divide_triangle(a, ac, ab, k-1);
		divide_triangle(c, bc, ac, k-1);
		divide_triangle(b, ab, bc, k-1);
		divide_triangle(ab, ac, bc, k-1);
	}
	else {
		triangle(a, b, c);
	}
}
void tetra()
{
	divide_triangle(v[0], v[1], v[2], k);
	divide_triangle(v[3], v[2], v[1], k);
	divide_triangle(v[0], v[3], v[1], k);
	divide_triangle(v[0], v[2], v[3], k);
}

void display(void)
{
	glClearColor(1.0, 1.0, 1.0, 0.0);//注意事项:要在glClear之前设置color!
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);// 清除屏幕及深度缓存
	
	glViewport(0,0,(GLsizei)width,(GLsizei)height);

	glMatrixMode(GL_PROJECTION);//投影矩阵
		glLoadIdentity();
		gluPerspective(45, width/height, 1, 1000);
	glMatrixMode(GL_MODELVIEW);//模型矩阵
		glLoadIdentity();
		gluLookAt(0, 0, 3, 0, 0, 0, 0, 1, 0);

		glRotatef(30, 1, 0, 0);//绕x轴旋转
		glRotatef(150, 0, 1, 0);

	glEnable(GL_DEPTH_TEST);

	/*glEnableClientState(GL_VERTEX_ARRAY);
	colorcube();
	glVertexPointer(4, GL_FLOAT, 0, points);
	glEnableClientState(GL_COLOR_ARRAY);//启用颜色数组
	glColorPointer(4, GL_FLOAT, 0, quad_color);
	glDrawArrays(GL_TRIANGLES, 0, 36);
	*/

	glBegin(GL_TRIANGLES);
	glColor3f(0.0f, 1.0f, 0.0f);//设置顶点颜色
	//tetra(v[0], v[1], v[2], v[3], 6);
	tetra();
	glEnd();
	
	glFlush();//当窗口模式为双缓存时,此函数的功能就是把后台缓存的内容交换到前台显示。当然,只有单缓存时,使用它的功能跟用glFlush()一样。而使用双缓存是为了把完整图画一次性显示在窗口上,或者是为了实现动画。
}

void init()
{
	/*
	GLfloat gAmbient[] = {0.6, 0,6, 0,6, 1.0};
	glLightModelfv(GL_LIGHT_MODEL_AMBIENT, gAmbient);
	*/
	GLfloat light_ambient[] = { 0.5, 0.5, 0.5, 1.0 };
	GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
	GLfloat light_specular[] = { 0.3, 0.3, 0.8, 1.0 };
	glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
	glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
	glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);

	GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };
	glLightfv(GL_LIGHT0, GL_POSITION, light_position);

	GLfloat mat_ambient[] = { 0.0, 0.8, 0.8, 1.0 };
	GLfloat mat_diffuse[] = { 0.0, 0.5, 0.8, 1.0 };
	GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
	GLfloat mat_shininess[] = { 100.0 };
	
	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);
	
	glClearColor (0.0, 0.0, 0.0, 0.0);
	glShadeModel (GL_SMOOTH);
	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT0);

	//glEnable(GL_COLOR_MATERIAL);

	glDepthFunc(GL_LESS);
	glEnable(GL_DEPTH_TEST);
}

void reshape(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[])
{
	glutInit(&argc, argv);//初始化GLUT
	glutInitDisplayMode(GLUT_DEPTH | GLUT_SINGLE | GLUT_RGBA);//设置图形显示模式。GLUT_DEPTH:使用深度缓存;GLUT_DOUBLE:使用双缓存;
	glutInitWindowPosition(100, 100);//设置窗口显示位置
	glutInitWindowSize(600,600);//设置窗口大小
	glutCreateWindow("Lighting Sphere");//创建带标题的窗口

	init();// 之前一直没有光照效果是因为错把这个函数放在createwindow之前调用了

	glutDisplayFunc(display);//为当前窗口设置显示回调函数

	glutReshapeFunc(reshape);

	glutMainLoop();//进入GLUT事件处理循环
	return 0;
}


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