实验 7 OpenGL 光照一、实验目的了解掌握 OpenGL程序的光照与材质,能正确使用光源与材质函数设置所需的绘制效果。二、实验内容(1)下载并运行 Nate Robin 教学程序包中的 lightmaterial程序,试验不同的光照与材质系数;(2)运行示范代码 1,了解光照与材质函数使用。三、实验原理为在场景中增加光照,需要执行以下步骤:(1) 设置一个或多个光源,设定它的有关属性;(2) 选择一种光照模型;(3) 设置物体的材料属性。具体见教材第8 章 8.6 节用 OpenGL生成真实感图形的相关内容。四、实验代码#include#includestatic int year =0,day=0;void init(void){GLfloat mat_specular[]={1.0,1.0,1.0,1.0};GLfloat mat_shininess[]={50.0};GLfloat light_position[]={1.0,1.0,1.0,0.0};GLfloat white_light[]={1.0,1.0,1.0,1.0};GLfloat Light_Model_Ambient[]={0.2,0.2,0.2,1.0};glClearColor(0.0,0.0,0.0,0.0);glShadeModel(GL_SMOOTH);//glMaterialfv (材质指定,单值材质参数,具体指针);glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);//镜面反射光的反射系数glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess);//镜 面 反 射 指数//glLightfv (光源,属性名,属性值);glLightfv(GL_LIGHT0, GL_POSITION, light_position); // 光源位置glLightfv(GL_LIGHT0, GL_DIFFUSE, white_light); // 漫放射光分量强度glLightfv(GL_LIGHT0, GL_SPECULAR, white_light); // 折射光强度glLightModelfv(GL_LIGHT_MODEL_AMBIENT,Light_Model_Ambient);// 光源 2 GL_LIGHT1GLfloat mat_specular1[]={1.0,1.0,1.0,1.0};GLfloat mat_shininess1[]={50.0};GLfloat light_position1[]={0.0,0.0,0.0,0.0};GLfloat red_light[]={1.0,0.0,0.0,1.0};GLfloat Light_Model_Ambient1[]={0.2,0.2,0.2,1.0};glLightfv(GL_LIGHT1, GL_POSITION, light_position1); // 光源位置glLightfv(GL_LIGHT1, GL_DIFFUSE, red_light); // 漫放射光分量强度glLightfv(GL_LIGHT1, GL_SPECULAR, red_light); // 折射光强度glLightModelfv(GL_LIGHT_MODEL_AMBIENT,Light_Model_Ambient1);// 开启灯光glEnable(GL_LIGHTING);glEnable(GL_LIGHT0);glEnable(GL_LIGHT1);glEnable(GL_DEPTH_TEST);} void display(void){glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);glPushMatrix();//...