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图形学实验代码
#include stdafx.h
#include windows.h
#include gl/glut.h
void myinit(void)
{
GLfloat light_position[]={0.0,3.0,1.0,0.0};
GLfloat light_ambient[]={0.0,1.0,0.0,1.0};
GLfloat light_diffuse[]={1.0,1.0,1.0,1.0};
GLfloat light_specular[]={0.8,1.0,0.0,1.0};
GLfloat lmodel_ambient[]={0.0,1.0,1.0,1.0};
GLfloat local_view[]={0.0};
glLightfv(GL_LIGHT0,GL_POSITION,light_position);
glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);
glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse);
glLightfv(GL_LIGHT0,GL_SPECULAR,light_specular);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,lmodel_ambient);
glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER,local_view);
glClearColor(0.0,0.0,0.0,0.0);
glShadeModel(GL_SMOOTH);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
}
void display(void)
{
GLfloat d=-7.0;
GLfloat no_mat[]={0.0,0.0,1.0,1.0};
GLfloat mat_ambient[]={0.0,0.1,1.0,1.0};
GLfloat mat_diffus[]={0.6,0.5,0.1,1.0};
GLfloat mat_specular[]={1.0,1.0,1.0,1.0};
GLfloat mat_shininess[]={50.0};
GLfloat no_shininess[]={0.0};
GLfloat low_shininess[]={5.0};
GLfloat high_shininess[]={100.0};
GLfloat mat_emission[]={0.3,0.2,0.2,0.0};
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glPushMatrix();
glTranslatef(-4.5,0.0,d);
glMaterialfv(GL_FRONT,GL_AMBIENT,no_mat);
glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffus);
glMaterialfv(GL_FRONT,GL_SPECULAR,no_mat);
glMaterialfv(GL_FRONT,GL_SHININESS,no_shininess);
glMaterialfv(GL_FRONT,GL_EMISSION,no_mat);
glutSolidOctahedron();
glPopMatrix();
glPushMatrix();
glTranslatef(-1.5,-1.5,d);
glMaterialfv(GL_FRONT,GL_AMBIENT,no_mat);
glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffus);
glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
glMaterialfv(GL_FRONT,GL_SHININESS,low_shininess);
glMaterialfv(GL_FRONT,GL_EMISSION,no_mat);
glutSolidSphere(1.0,30,30);
glPopMatrix();
glPushMatrix();
glTranslatef(1.5,-1.5,d);
glMaterialfv(GL_FRONT,GL_AMBIENT,no_mat);
glMaterialfv(GL_FRONT
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