LIGHT
宣告陣列,光的屬性值
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 };
開啟光線
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse); diffuse 漫射光 垂直比傾斜更明亮
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular); specular 鏡面光
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);

可跟隨滑鼠移動打光

void motion(int x,int y)
{
GLfloat light_position[]={2.0f,5.0f,-5.0f,0.0f};
light_position[0]=(x-150)/150.0*10;
light_position[1]=-(y-150)/150.0*10;
glLightfv(GL_LIGHT0,GL_POSITION,light_position);
glutPostRedisplay();
}
記得在main涵式裡宣告
glutMotionFunc(motion);



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