from GL import * from gl import * # identity matrix idmat=[1.0,0.0,0.0,0.0,0.0,1.0,0.0,0.0,0.0,0.0,1.0,0.0,0.0,0.0,0.0,1.0] # the different materials. m1=[SPECULAR,0.8,0.0,0.0,DIFFUSE,0.4,0.0,0.0,SHININESS,40.0,LMNULL] m2=[SPECULAR,1.0,0.4,0.0,DIFFUSE,1.0,0.4,0.0,SHININESS,80.0,LMNULL] m3=[SPECULAR,0.0,0.0,0.6,DIFFUSE,0.0,0.0,0.8,SHININESS,60.0,LMNULL] m4=[SPECULAR,0.0,1.0,0.0,DIFFUSE,0.0,0.6,0.0,SHININESS,120.0,LMNULL] m5=[SPECULAR,1.0,1.0,0.0,DIFFUSE,0.6,0.6,0.0,SHININESS,100.0,LMNULL] m6=[SPECULAR,1.0,0.0,1.0,DIFFUSE,0.6,0.0,0.6,SHININESS,120.0,LMNULL] m7=[SPECULAR,0.9,0.9,0.9,DIFFUSE,0.6,0.6,0.6,SHININESS,120.0,LMNULL] m8=[SPECULAR,0.4,0.7,0.4,DIFFUSE,0.5,1.0,0.5,SHININESS,50.0,LMNULL] m9=[SPECULAR,0.2,0.0,0.1,DIFFUSE,0.8,0.0,0.3,SHININESS,10.0,LMNULL] #the lightsources. light1 = [LCOLOR,1.0,1.0,1.0,POSITION,10.0,10.0,5.0,0.0,LMNULL] light2 = [LCOLOR,1.0,1.0,1.0,POSITION,-10.0,10.0,5.0,0.0,LMNULL] # the lightmodel. model = [AMBIENT,0.4,0.4,0.4,LMNULL] def bindlight (bool) : # Initializes all settings for a window. if bool <> 0 : mmode(MVIEWING) perspective (900, 1.0, 1.0, 35.0) loadmatrix(idmat) # define materials and lights lmdef(DEFMATERIAL, 1, m1) lmdef(DEFMATERIAL, 2, m2) lmdef(DEFMATERIAL, 3, m3) lmdef(DEFMATERIAL, 4, m4) lmdef(DEFMATERIAL, 5, m5) lmdef(DEFMATERIAL, 6, m6) lmdef(DEFMATERIAL, 7, m7) lmdef(DEFMATERIAL, 8, m8) lmdef(DEFMATERIAL, 9, m9) lmdef(DEFLIGHT, 1, light1) lmdef(DEFLIGHT, 2, light2) lmdef(DEFLMODEL, 1, model) lmbind(LIGHT0,1) lmbind(LIGHT1,2) lmbind(LMODEL,1)