Light Material
//打光的第0步.宣告陣列,裡面有光的屬性值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 };
打光也需要3D的Depth Test
glEnable(GL_DEPTH_TEST);
打光1.要開啟光線
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
打光2.要設定光的light的設定值
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);
打光2.2要把物體也設定好他的material
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);
"成品"
想要讓光源動,用motion函式做
void motion(int x,int y)
{
GLfloat light_position[]={2.0f,5.0f,-5.0f,0.0f};//陣列放位置
light_position[0]=(x-150)/150.0*10;//用motion x座標,算光的位置
light_position[1]=-(y-150)/150.0*10;
glLightfv(GL_LIGHT0,GL_POSITION,light_position);用函式把光設定好
glutPostRedisplay();貼個post讓GLUT重劃畫面
}
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_RGB|GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("GLUT Shapes");
glutDisplayFunc(display);
glutMotionFunc(motion);
glEnable(GL_DEPTH_TEST);想要讓光源動,用motion函式做




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