1.下載檔案
2.開專案
#include <GL/glut.h>
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};
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1, 1, 0);
glutSolidTeapot(0.3);
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week08");
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();
}
#include <GL/glut.h>
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};
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1, 1, 0);
glutSolidTeapot(0.3);
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("week08");
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();
}
5.
#include <GL/glut.h>
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};
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1, 1, 0);
glutSolidTeapot(0.3);
glutSwapBuffers();
}
int main(int argc, char**argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(300, 300);
glutInitWindowPosition(100, 300);
glutCreateWindow("week08");
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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