2、>#includestaticintyear=0,day=0;voidinit(void){GLfloatmat_specular[]={1.0,1.0,1.0,1.0};GLfloatmat_shininess[]={50.0};GLfloatlight_position[]={1.0,1.0,1.0,0.0};GLfloatwhite_light[]={1.0,1.0,1.0,1.0};GLfloatLight_Model_Ambient[]={0.2,0.2,0.2,1.0};glClearColor(0
3、.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
4、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2GL_LIGHT1GLfloatmat_specular1[]={1.0,1.0,1.0,1.0};GLfloatmat_shininess1[]={50.0};GLfloatlight_pos
5、ition1[]={0.0,0.0,0.0,0.0};GLfloatred_light[]={1.0,0.0,0.0,1.0};GLfloatLight_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
6、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);}voiddisplay(void){glClear(GL_COLOR_BUFFER_BIT
7、GL_DEPTH_BUFFER_BIT);glPushMatrix();//定义太阳的材质并绘制太阳{GLfloatsun_mat_am
8、bient[]={1.0f,0.0f,0.0f,1.0f};//定义材质的环境光颜色,偏红色GLfloatsun_mat_diffuse[]={0.5f,0.5f,0.0f,1.0f};//定义材质的漫反射光颜色,偏红色GLfloatsun_mat_specular[]={1.0f,0.0f,0.0f,1.0f};//定义材质的镜面反射光颜色,红色GLfloatsun_mat_emission[]={0.0f,0.0f,0.0f,1.0f};//定义材质的辐射光颜色,为0GLfloatsun_mat_shininess=32.0f
9、;glMaterialfv(GL_FRONT,GL_AMBIENT,sun_mat_ambient);glMaterialfv(GL_FRONT,GL_DIFFUSE,sun_mat_diffuse);glMaterialfv(GL_FRONT,G