Dear Friends
I am successfully able to generate a 3D surface by revolving the profiles by 360 degree. Now my 3d model is in red color so the color is so shining I am not able to distinguish various parts in the model. For this I am trying to use some lighting but I am not successful. Can u help me someone what kind of lighting should I use so that my model looks realistics and I would be able to visualize various parts on the model . Check my snippet I am trying to use this kind of lighting but finding black shadows on the sides not able to visualize properly. Thanks a lot for any help.

Code:
void CRevolutionProjView::OnViewShade()
{
	// TODO: Add your command handler code here
		// TODO: Add your command handler code here

		CDC* pDC = GetDC();
		wglMakeCurrent(pDC->m_hDC, m_hrc);

	   glClearDepth(1.0f);
       glEnable(GL_DEPTH_TEST);
       glDepthFunc(GL_LEQUAL);
       glShadeModel(GL_SMOOTH);
       glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_FASTEST);
       // Enable light and setup 2 light sources (GL_LIGHT0 and GL_LIGHT1)
       glEnable(GL_LIGHTING);
       glEnable(GL_LIGHT0);
       glEnable(GL_LIGHT1);
  	   glColor3f(1.0f, 0.0f, 0.0f); 
	   // We're setting up twolight sources. One of them is located
       // on the left side ofthe model (x = -1.5f) and emits white light. The
       // second light sourceis located on the right side of the model (x = 1.5f)
       // emitting red light.
       // GL_LIGHT0: the whitelight emitting light source
       // Create lightcomponents for GL_LIGHT0
	   GLfloat emissionLight0[] = {0.2f, 0.0f, 0.0f, 1.0f};
	   GLfloat ambientLight0[] = { 0.2f, 0.2f, 0.2f, 1.0f };
	   GLfloat diffuseLight0[] = { 0.8f, 0.8f, 0.8, 1.0f };
	   GLfloat specularLight0[] = { 0.5f, 0.5f, 0.5f, 1.0f };
	   GLfloat position0[] = { -1.5f, 1.0f, -4.0f, 1.0f };
     
       // Assign createdcomponents to GL_LIGHT0
       glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight0);
       glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight0);
       glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight0);
       glLightfv(GL_LIGHT0, GL_EMISSION, emissionLight0);
       glLightfv(GL_LIGHT0, GL_POSITION, position0);
       // GL_LIGHT1: the redlight emitting light source
       // Create lightcomponents for GL_LIGHT1
       float ambientLight1[] = { 0.2f, 0.2f, 0.2f, 1.0f };
       float diffuseLight1[] = { 0.8f, 0.8f, 0.8f, 1.0f };
       float specularLight1[] = { 0.5f, 0.5f, 0.5f, 1.0f };
       float emissionLight1[] = { 0.2f, 0.0f, 0.0f, 1.0f };
	   float position1[]= { -1.5f, 1.0f, -4.0f, 1.0f  };       
       // Assign createdcomponents to GL_LIGHT1
       glLightfv(GL_LIGHT1, GL_AMBIENT, ambientLight1);
       glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuseLight1);
       glLightfv(GL_LIGHT1, GL_SPECULAR, specularLight1);
       glLightfv(GL_LIGHT1, GL_EMISSION, emissionLight1);
       glLightfv(GL_LIGHT1, GL_POSITION, position1);
       //---------------------------------
	   // enable color tracking
	   glEnable(GL_COLOR_MATERIAL);
	   // set material properties which will be assigned by glColor
	   glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
	   // ...Somewhere in the main rendering loop of your program...
	   // Draw a polygon with material properties set by glColor
	   float specReflection[] = { 0.8f, 0.8f, 0.8f, 1.0f };
	   glMaterialfv(GL_FRONT, GL_SPECULAR, specReflection);
	   glMateriali(GL_FRONT, GL_SHININESS, 96);
	   glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
	   Invalidate();
	   wglMakeCurrent(NULL,NULL);
}