openGL-光照

 


	float blackColor[] = { 0.0f,0.0f,0.0f,1.0f };
	float whiteColor[] = { 1.0f,1.0f,1.0f,1.0f };
	float lightPos[] = { 0.0f,1.0f,0.0f,0.0f };		//设置方向光
	glLightfv(GL_LIGHT0, GL_AMBIENT, whiteColor);	//环境光
	glLightfv(GL_LIGHT0, GL_DIFFUSE, whiteColor);	//漫反射光
	glLightfv(GL_LIGHT0, GL_SPECULAR, whiteColor);	//镜面反射光
	glLightfv(GL_LIGHT0, GL_POSITION, lightPos);	//设置光源

	float	blackMat[]= { 0.0f,0.0f,0.0f,1.0f };
	float ambientMat[] = { 0.1f,0.1f,0.1f,1.0f };
	float diffuseMat[] = { 0.4f,0.4f,0.4f,1.0f };
	float specularMat[] = { 0.9f,0.9f,0.9f,1.0f };
	glMaterialfv(GL_FRONT, GL_AMBIENT, ambientMat);
	glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseMat);
	glMaterialfv(GL_FRONT, GL_SPECULAR, specularMat);

	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT0);
	

	//默认为 glpolygonMode(GL_FRONT, GL_FULL); 填充模式
	MSG msg;
	while (true)
	{
		if (PeekMessage(&msg, NULL, NULL, NULL, PM_REMOVE))//抓到消息	,从所有地方,抓所有消息,无任何过滤,从消息队列顶端移除掉
		{
			//处理消息
			if (msg.message == WM_QUIT)//判断是否是退出消息
			{
				break;
			}
			TranslateMessage(&msg);//转换消息类型
			DispatchMessage(&msg);
		}
		//draw scene	
		glLoadIdentity(); 
		glClear(GL_COLOR_BUFFER_BIT);
		glBegin(GL_TRIANGLES);//start to draw something
 // 
		glNormal3f(0.0f, -1.0f, 0.0f);
		glVertex3f(-1.0f, -1.0f, -5.0f);

		glNormal3f(0.0f, 1.0f, 0.0f);
		glVertex3f(1.0, -1.0f, -5.0f);

		glNormal3f(0.0f, 1.0f, 0.0f);
		glVertex3f(0.0f, -1.0f, -10.0f);
		 
		 
		glEnd(); //end

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