opengl light

#include <gl/glew.h>
#include <gl/glut.h>
float g_rorate = 0;
float VertexArray[]={	
	
	0,0,-1,20,40,0,
	0,0,-1,40,8,0,
	0,1,0,10,20,0,
};

float VertexArray1[]={
	
	0,-1,0,40,-8,0,
	0,0,-1,20,-40,0,
	
	0,-1,0,10,-20,0,
};

// 环境光
float ambientLight[]={0.1,0.1,0.1,1.0};

// 散射光
float difussLight[]={1.0,1.0,1.0,1.0};

// 镜面光
float specularLight[]= {1.0,1.0,1.0,1.0};


float lightPos[]={0,100,100,1.0};
float lightPosDirec[]={0,0,1,0};

float mat_diffuse[]={1.0,0.5,0.5,1.0};
float mat_specular[]={1.0,1.0,1.0,1.0};

float mat1_ambient[]={1.0,0.0,0.0,1.0};
float mat2_ambient[]={1.0,1.0,0.0,1.0};
float shineness[] = {80};		//亮度

float light1_ambient[]= {1.0,0.2,0.2,1.0};
float light1_diffuse[]={0.5,0.1,0.1,1.0};
float light1_specular[]={1.0,1.0,1.0,1.0};
float light1_pos[]={0,0,80,1.0};
float light1_direction[]={0,0,1.0};

float color[4]={1.0,1.0,0.0,0.1};
void display()
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);


	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	
	glPushMatrix();

	glRotatef(g_rorate,0,1,0);
	glTranslatef(light1_pos[0],light1_pos[1],light1_pos[2]);
	glDisable(GL_LIGHTING);
	glColor4f(1.0,0.0,1.0,1.0);
	glutSolidCube(2);
	glLightfv(GL_LIGHT1,GL_POSITION,light1_pos);
	glEnable(GL_LIGHTING);
	glPopMatrix();

	gluLookAt(0,10,-100,0,0,0,0,1,0);
	//glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE);
	glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
	glMaterialfv(GL_FRONT,GL_SHININESS,shineness);
	//glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,mat1_ambient);
	glColor3f(1.0,0,0);
	glInterleavedArrays(GL_N3F_V3F,0,VertexArray);
	glDrawArrays(GL_TRIANGLES,0,3);

	glColor3f(0.5,0.5,0.8);
	glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,mat2_ambient);
	//glInterleavedArrays(GL_N3F_V3F);
	glInterleavedArrays(GL_N3F_V3F,0,VertexArray1);
	glDrawArrays(GL_TRIANGLES,0,3);

	glPushMatrix();
	glRotatef(g_rorate,1,1,0);
	//glutSolidCube(20);
	glutSolidTeapot(20);
	glPopMatrix();

	glPushMatrix();
	glTranslatef(50,0,0);
	glutSolidTorus(5,10,20,20);
	glPopMatrix();
	glutSwapBuffers();
	glutPostRedisplay();
	g_rorate += 0.5;
}

void reshape(int w, int h)
{
	glViewport(0,0,w,h);

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();

	gluPerspective(45,1.3333,1.0,10000);

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
}

void key(unsigned char c, int x ,int y)
{
	switch(c)
	{
	case 'P':
	case 'p':
		glPolygonMode(GL_FRONT,GL_LINE);
		glEnable(GL_CULL_FACE);
		//glEnable(GL_DEPTH_TEST);
		break;
	case 's':
	case 'S':
		glPolygonMode(GL_FRONT,GL_FILL);
		glDisable(GL_CULL_FACE);
		//glDisable(GL_DEPTH_TEST);
		break;
	case 27:
		exit(0);
	}
}

void init()
{
	glClearColor(0.5,0.5,0.5,1.0);



	glLightfv(GL_LIGHT0,GL_POSITION,lightPosDirec);
	glLightfv(GL_LIGHT0,GL_SPECULAR,specularLight);
	//glLightfv(GL_LIGHT0,GL_DIFFUSE,difussLight);
	glLightModelfv(GL_LIGHT_MODEL_AMBIENT,ambientLight);
	glEnable(GL_LIGHT0);
	glEnable(GL_LIGHTING);

	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_pos);
	glLightfv(GL_LIGHT1,GL_SPOT_DIRECTION,light1_direction);
	glLightf(GL_LIGHT1,GL_SPOT_CUTOFF,10.0);
	glLightf(GL_LIGHT1,GL_SPOT_EXPONENT,2);
	glEnable(GL_LIGHT1);
	glShadeModel(GL_SMOOTH);

	glColorMaterial(GL_FRONT,GL_AMBIENT_AND_DIFFUSE);
	glEnable(GL_COLOR_MATERIAL);

	glCullFace(GL_BACK);
	glEnable(GL_CULL_FACE);
	glEnable(GL_DEPTH_TEST);
}

int main(int argc, char* argv[])
{
	glutInit(&argc,argv);
	glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
	glutInitWindowPosition(200,100);
	glutInitWindowSize(800,600);
	glutCreateWindow("light1-demo");
	glewInit();
	glutDisplayFunc(display);
	glutReshapeFunc(reshape);
	glutKeyboardFunc(key);

	init();
	glutMainLoop();
}

转载于:https://my.oschina.net/lyr/blog/109278

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