2024年3月25日 星期一

Week6??????

 #include <GL/glut.h>


void display()

{

    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

    glutSolidTeapot(0.3);

    glutSwapBuffers();



}


    const GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f };

    const GLfloat light_diffuse[]  = { 1.0f, 1.0f, 1.0f, 1.0f };

    const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };

    const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };


    const GLfloat mat_ambient[]    = { 0.7f, 0.7f, 0.7f, 1.0f };

    const GLfloat mat_diffuse[]    = { 0.8f, 0.8f, 0.8f, 1.0f };

    const GLfloat mat_specular[]   = { 1.0f, 1.0f, 1.0f, 1.0f };

    const GLfloat high_shininess[] = { 100.0f };



int main(int argc, char *argv[])

{

    glutInit(&argc, argv);

    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);


    glutCreateWindow("GLUT Shapes");


    glutDisplayFunc(display);



    glEnable(GL_DEPTH_TEST);

    glDepthFunc(GL_LESS);


    glEnable(GL_LIGHT0);

    glEnable(GL_NORMALIZE);

    glEnable(GL_COLOR_MATERIAL);

    glEnable(GL_LIGHTING);


    glLightfv(GL_LIGHT0, GL_AMBIENT,  light_ambient);

    glLightfv(GL_LIGHT0, GL_DIFFUSE,  light_diffuse);

    glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);

    glLightfv(GL_LIGHT0, GL_POSITION, light_position);


    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, high_shininess);


    glutMainLoop();



}

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