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1、计算机图形学与可视化(含OpenGL)实验报告实验名称:OpenGL基本光照(实验五)班级:信09-1学号:2108190911211姓名:王杰【实验目的】1. 掌握GLUT实用包中创建多面体以及二次曲面的函数2. 掌握OpenGL中的基本光照函数【实验内容】1、 源程序#include void init(void) glClearColor(1.0,1.0,1.0,0.0); glShadeModel(GL_SMOOTH); glEnable(GL_LIGHTING);glEnable(GL_LIGHT0);GLfloat light_position = 1.0, 1.0, 1.0, 0
2、.0 ;/光源位置坐标GLfloat light_ambient = 0.8, 0.5, 0.0, 1.0 ;/环境光GLfloat light_diffuse = 0.0, 0.8, 1.0, 1.0 ;/漫反射光GLfloat light_specular = 0.0, 1.0, 1.0, 1.0 ;/镜面光 glLightfv(GL_LIGHT0, GL_POSITION, light_position);glLightfv(GL_LIGHT0, GL_AMBIENT , light_ambient );glLightfv(GL_LIGHT0, GL_DIFFUSE , light_di
3、ffuse );glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);GLfloat material_ambient = 0.8, 0.5, 0.0, 1.0 ;/环境光GLfloat material_diffuse = 0.0, 0.8, 1.0, 1.0 ;/漫反射光GLfloat material_specular = 0.0, 1.0, 1.0, 1.0 ;/镜面光glMaterialfv(GL_FRONT,GL_AMBIENT,material_ambient);/材质环境光glMaterialfv(GL_FRONT,GL_DIFFU
4、SE,material_diffuse);/材质漫反射光glMaterialfv(GL_FRONT,GL_SPECULAR,material_specular);/材质镜面光void display(void) glClear(GL_COLOR_BUFFER_BIT); glColor3f(0.1,0.1,0.1);glTranslatef(-0.5,0.0,-3.0);glRotatef(10,3,3,3);glutWireOctahedron ();/八面体glFlush(); glTranslatef(1.7,0.0,-3.0);glutWireTorus (0.3,0.2,10,10)
5、;/环面glFlush();void reshape(int w, int h) glViewport(0, 0, (GLsizei) w, (GLsizei) h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (w = h) glOrtho (-1.5, 1.5, -1.5*(GLfloat)h/(GLfloat)w, 1.5*(GLfloat)h/(GLfloat)w, -10.0, 10.0); else glOrtho (-1.5*(GLfloat)w/(GLfloat)h, 1.5*(GLfloat)w/(GLfloat)h,
6、 -1.5, 1.5, -10.0, 10.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity();int main(int argc, char* argv) glutInit(&argc,argv); glutInitDisplayMode(GLUT_SINGLE|GLUT_RGBA|GLUT_DEPTH); glutInitWindowSize(500,500); glutInitWindowPosition(100,100); glutCreateWindow(argv0); init(); glutDisplayFunc(display);
7、glutReshapeFunc(reshape); glutMainLoop(); return 0;2、 运行结果截图3、 多面体、二次曲面函数功能及使用说明glShadeModel(GL_SMOOTH); glEnable(GL_LIGHTING);glEnable(GL_LIGHT0);GLfloat light_position = 1.0, 1.0, 1.0, 0.0 ;/光源位置坐标GLfloat light_ambient = 0.8, 0.5, 0.0, 1.0 ;/环境光GLfloat light_diffuse = 0.0, 0.8, 1.0, 1.0 ;/漫反射光GLfl
8、oat light_specular = 0.0, 1.0, 1.0, 1.0 ;/镜面光 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);GLfloat material_ambient = 0.8, 0.5, 0.0, 1.0 ;/环境光GLf
9、loat material_diffuse = 0.0, 0.8, 1.0, 1.0 ;/漫反射光GLfloat material_specular = 0.0, 1.0, 1.0, 1.0 ;/镜面光glMaterialfv(GL_FRONT,GL_AMBIENT,material_ambient);/材质环境光glMaterialfv(GL_FRONT,GL_DIFFUSE,material_diffuse);/材质漫反射光glMaterialfv(GL_FRONT,GL_SPECULAR,material_specular);/材质镜面光glColor3f(0.1,0.1,0.1);glTranslatef(-0.5,0.0,-3.0);位置glRotatef(10,3,3,3);glutWireOctahedron ();/八面体glFlush(); glTranslatef(1.7,0.0,-3.0);位置glutWireTorus (0.3,0.2,10,10);/环面glFlush();北京建筑工程学院理学院 信息与计算科学