#include<windows.h>#include<GL/glut.h>#include<math.h>/**//*声明四个二次曲面物体*/GLUquadricObj*quadObj1;GLUquadricObj*quadObj2;GLUquadricObj*quadObj3;GLUquadricObj*quadObj4;staticfloatlight_ambient[]={0.1,0.1,0.1,1.0};staticfloatlight_diffuse[]={0.5,1.0,1.0,1.0};staticfloatlight_position[]={90.0,90.0,150.0,0.0};staticfloatfront_mat_shininess[]={60.0};staticfloatfront_mat_specular[]={0.2,0.2,0.2,1.0};staticfloatfront_mat_diffuse[]={0.5,0.5,0.28,1.0};staticfloatback_mat_shininess[]={60.0};staticfloatback_mat_specular[]={0.5,0.5,0.2,1.0};staticfloatback_mat_diffuse[]={1.0,0.9,0.2,1.0};staticfloatImodel_ambient[]={1.0,1.0,1.0,1.0};staticfloatImodel_twoside[]={GL_TRUE};staticfloatImodel_oneside[]={GL_FALSE};voidmyInit(void){ glClearColor(1.0,1.0,1.0,1.0); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient); glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse); glLightfv(GL_LIGHT0,GL_POSITION,light_position); glMaterialfv(GL_FRONT,GL_DIFFUSE,front_mat_diffuse); glMaterialfv(GL_FRONT,GL_SPECULAR,front_mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,front_mat_shininess); glMaterialfv(GL_BACK,GL_DIFFUSE,back_mat_diffuse); glMaterialfv(GL_BACK,GL_SPECULAR,back_mat_specular); glMaterialfv(GL_BACK,GL_SHININESS,back_mat_shininess); glLightModelfv(GL_LIGHT_MODEL_AMBIENT,Imodel_ambient); glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE,Imodel_twoside); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glShadeModel(GL_SMOOTH);}voidmyDisplay(void){ glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); quadObj1=gluNewQuadric(); quadObj2=gluNewQuadric(); quadObj3=gluNewQuadric(); quadObj4=gluNewQuadric(); glPushMatrix(); gluQuadricDrawStyle(quadObj1,GLU_FILL); gluQuadricNormals(quadObj1,GL_FLAT); gluQuadricOrientation(quadObj1,GLU_INSIDE); gluQuadricTexture(quadObj1,GL_TRUE); glColor3f(1.0,1.0,0.0); glRotatef(30,1.0,0.0,0.0); glRotatef(40,0.0,1.0,0.0); gluCylinder(quadObj1,2.0,2.0,9.0,20.0,8.0); glPopMatrix(); glPushMatrix(); gluQuadricDrawStyle(quadObj2,GLU_SILHOUETTE); glTranslatef(-5.0,-1.0,0.0); gluSphere(quadObj2,3.0,20.0,20.0); glPopMatrix(); glPushMatrix(); gluQuadricDrawStyle(quadObj3,GLU_LINE); glTranslatef(-2.0,4.0,0.0); gluDisk(quadObj3,2.0,5.0,15.0,10.0); glPopMatrix(); glPushMatrix(); gluQuadricDrawStyle(quadObj4,GLU_POINT); glTranslatef(-3.0,-7.0,0.0); gluPartialDisk(quadObj4,2.0,5.0,15.0,10.0,10.0,100.0); glPopMatrix(); gluDeleteQuadric(quadObj1); gluDeleteQuadric(quadObj2); gluDeleteQuadric(quadObj3); gluDeleteQuadric(quadObj4); glFlush();}voidmyReshape(intw,inth){ glViewport(0,0,(GLsizei)w,(GLsizei)h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0,(GLfloat)w/(GLfloat)h,1.0,50.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.0,0.0,-25.0);}intmain(intargc,char**argv){ glutInit(&argc,argv); glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH); glutInitWindowSize(400,400); glutInitWindowPosition(100,100); glutCreateWindow("DRAWQUADRICOBJECTS"); myInit(); glutReshapeFunc(myReshape); glutDisplayFunc(myDisplay); glutMainLoop(); return0;}