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opengl橡皮筋
#include "stdafx.h"
#include <GL/glut.h>
#include <stdlib.h>
#include <stdio.h>
#define stripeImageWidth 32
GLubyte stripeImage[4 * stripeImageWidth];
#ifdef GL_VERSION_1_1
static GLuint texName;
#endif
void makeStripeImage(void)
{
int j;
for (j = 0; j < stripeImageWidth; j++) {
stripeImage[4 * j] = (GLubyte)((j <= 4) ? 255 : 0);
stripeImage[4 * j + 1] = (GLubyte)((j>4) ? 255 : 0);
stripeImage[4 * j + 2] = (GLubyte)0;
stripeImage[4 * j + 3] = (GLubyte)255;
}
}
/* planes for texture coordinate generation */
static GLfloat xequalzero[] = { 1.0, 0.0, 0.0, 0.0 };
static GLfloat slanted[] = { 1.0, 1.0, 1.0, 0.0 };
static GLfloat *currentCoeff;
static GLenum currentPlane;
static GLint currentGenMode;
static float roangles;
static float roangles1;
float roangles2 = -2;
float roangles3 = -3;
void SpecialKeys(int key, int x, int y)
{
if (key == GLUT_KEY_F1)
roangles += 2.0f;
roangles2 += 0.05;
roangles3 += 1;
if (key == GLUT_KEY_F2)
roangles1 += 2.0f;
if (roangles2 >= 3)
roangles2 = -3;
// 使用新的坐标重新绘制场景
glutPostRedisplay();
}
void init(void)
{
glClearColor(1.0, 1.0, 1.0, 0.0);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
makeStripeImage();
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
#ifdef GL_VERSION_1_1
glGenTextures(1, &texName;);
glBindTexture(GL_TEXTURE_1D, texName);
#endif
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
#ifdef GL_VERSION_1_1
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, stripeImageWidth, 0,
GL_RGBA, GL_UNSIGNED_BYTE, stripeImage);
#else
glTexImage1D(GL_TEXTURE_1D, 0, 4, stripeImageWidth, 0,
GL_RGBA, GL_UNSIGNED_BYTE, stripeImage);
#endif
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
currentCoeff = xequalzero;
currentGenMode = GL_OBJECT_LINEAR;
currentPlane = GL_OBJECT_PLANE;
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, currentGenMode);
glTexGenfv(GL_S, currentPlane, currentCoeff);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_1D);
//glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
glFrontFace(GL_CW);
//glCullFace(GL_BACK);
glMaterialf(GL_FRONT, GL_SHININESS, 64.0);
roangles = 45.0f;
roangles1 = 362.0f;
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glBegin(GL_QUADS);
glColor3f(1, 0, 1);
glVertex3f(-1, -1, 0);
glColor3f(1, 0, 1);
glVertex3f(-3, -1, 0);
glColor3f(1, 0, 1);
glVertex3f(1, -1, 0);
glColor3f(1, 0, 1);
glVertex3f(-1, -2, 0);
glEnd();
glPopMatrix();
glPushMatrix();
glTranslated(roangles2, 2, -3);
glRotatef(roangles, 0.0, 1.0, 0.0);
#ifdef GL_VERSION_1_1
glBindTexture(GL_TEXTURE_1D, texName);
#endif
//glutSolidTeapot(2.0);
glutSolidSphere(0.8, 32, 32);
glPopMatrix();
glFlush();
glPushMatrix();
glTranslated(1, 2, -3);
glRotatef(roangles1, 1.0, 0.0, 0.0);
glRotatef(roangles3, 0.0, 1.0, 0.0);
#ifdef GL_VERSION_1_1
glBindTexture(GL_TEXTURE_1D, texName);
#endif
//glutSolidTeapot(2.0);
glTranslated(-1, -3, -0);
glRotatef(90, 1.0f, 0.0f, 0.0f);
glRotatef(180, 0.0f, 1.0f, 0.0f);
glRotatef(-30, 0.0f, 0.0f, 1.0f);
glutSolidCone(1, 2, 32, 32);
glPopMatrix();
glFlush();
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
glOrtho(-3.5, 3.5, -3.5*(GLfloat)h / (GLfloat)w,
3.5*(GLfloat)h / (GLfloat)w, -3.5, 3.5);
else
glOrtho(-3.5*(GLfloat)w / (GLfloat)h,
3.5*(GLfloat)w / (GLfloat)h, -3.5, 3.5, -3.5, 3.5);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void idle()
{
roangles += 0.1f;
glutPostRedisplay();
}
int main(int argc, char** argv)
{
glutInit(&argc;, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(600, 600);
glutInitWindowPosition(100, 100);
glutCreateWindow(argv[0]);
//glutIdleFunc(idle);
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutSpecialFunc(SpecialKeys);
glutMainLoop();
return 0;
}
2018-05-21
用opengl绘制一个旋转正方体.cpp
#include
#include "stdafx.h"
#define GLUT_DISABLE_ATEXIT_HACK
#include
//#pragma comment(lib, "glut32.lib")
GLfloat AngleX;//旋转向量
GLfloat AngleY;
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW); //这个函数其实就是对接下来要做什么进行一下声明 GL_MODELVIEW 模型视图
glLoadIdentity();
glPushMatrix();// 提供了相应的接口
{
glRotatef(AngleX, 1.0f, 0.0f, 0.0f);
glRotatef(AngleY, 0.0f, 1.0f, 0.0f);
glBegin(GL_POLYGON); //前表面
glColor3f(1.0f,1.0f,1.0f);//颜色设置为白色
glVertex3f(50.0f, 50.0f, 50.0f);
glColor3f(1.0f,1.0f,0.0f);//颜色设置为黄色
glVertex3f(50.0f, -50.0f, 50.0f);
glColor3f(1.0f,0.0f,0.0f);//颜色设置为红色
glVertex3f(-50.0f, -50.0f, 50.0f);
glColor3f(1.0f,0.0f,1.0f);//颜色设置为品红色
glVertex3f(-50.0f, 50.0f, 50.0f);
glEnd();
glBegin(GL_POLYGON); //后表面
glColor3f(0.0f, 1.0f, 1.0f);//颜色设置为青色
glVertex3f(50.0f, 50.0f, -50.0f);
glColor3f(0.0f, 1.0f, 0.0f);//颜色设置为绿色
glVertex3f(50.0f, -50.0f, -50.0f);
glColor3f(0.0f, 0.0f, 0.0f);//颜色设置为黑色
glVertex3f(-50.0f, -50.0f, -50.0f);
glColor3f(0.0f, 0.0f, 1.0f);//颜色设置为蓝色
glVertex3f(-50.0f, 50.0f, -50.0f);
glEnd();
glBegin(GL_POLYGON); //右表面
glColor3ub((GLubyte)255, (GLubyte)255, (GLubyte)255);//颜色设置为白色
glVertex3f(50.0f, 50.0f, 50.0f);
glColor3f(0.0f, 1.0f, 1.0f);//颜色设置为青色
glVertex3f(50.0f, 50.0f, -50.0f);
glColor3f(0.0f, 1.0f, 0.0f);//颜色设置为绿色
glVertex3f(50.0f, -50.0f, -50.0f);
glColor3ub((GLubyte)255, (GLubyte)255, (GLubyte)0);//颜色设置为黄色
glVertex3f(50.0f, -50.0f, 50.0f);
glEnd();
glBegin(GL_POLYGON); //左表面
glColor3d(0.0, 0.0, 1.0);//颜色设置为蓝色
glVertex3f(-50.0f, 50.0f, -50.0f);
glColor3f(0.0f, 0.0f, 0.0f);//颜色设置为黑色
glVertex3f(-50.0f, -50.0f, -50.0f);
glColor3ub((GLubyte)255, (GLubyte)0, (GLubyte)0);//颜色设置为红色
glVertex3f(-50.0f, -50.0f, 50.0f);
glColor3f(1.0f, 0.0f, 1.0f);//颜色设置为品红色
glVertex3f(-50.0f, 50.0f, 50.0f);
glEnd();
glBegin(GL_POLYGON); //上表面
glColor3d(0.0, 1.0, 1.0);//颜色设置为青色
glVertex3f(50.0f, 50.0f, -50.0f);
glColor3d(1.0, 1.0, 1.0);//颜色设置为白色
glVertex3f(50.0f, 50.0f, 50.0f);
glColor3d(1.0, 0.0, 1.0);//颜色设置为品红色
glVertex3f(-50.0f, 50.0f, 50.0f);
glColor3d(0.0, 0.0, 1.0);//颜色设置为蓝色
glVertex3f(-50.0f, 50.0f, -50.0f);
glEnd();
glBegin(GL_POLYGON); //下表面
glColor3f(0.0f, 1.0f, 0.0f);//颜色设置为绿色
glVertex3f(50.0f, -50.0f, -50.0f);
glColor3ub((GLubyte)255, (GLubyte)255, (GLubyte)0);//颜色设置为黄色
glVertex3f(50.0f, -50.0f, 50.0f);
glColor3f(1.0f, 0.0f, 0.0f);//颜色设置为红色
glVertex3f(-50.0f, -50.0f, 50.0f);
glColor3f(0.0f, 0.0f, 0.0f);//颜色设置为黑色
glVertex3f(-50.0f, -50.0f, -50.0f);
glEnd();
}
glPopMatrix();
glutSwapBuffers();
}
void reshape(int w, int h)
{
GLfloat aspect = (GLfloat)w / (GLfloat)h;
GLfloat nRange = 100.0f;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION); //将当前矩阵指定为投影模式
glLoadIdentity();
//设置三维投影区
if (w 355.0f)
{
AngleX = 0.0f;
}
if (AngleX 355.0f)
AngleY = 0.0f;
if (AngleY < 0.0f)
{
AngleY = 355.0f;
}
glutPostRedisplay();
}
void init()
{
AngleX = 45.0f;
AngleY = 315.0f;
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glEnable(GL_DEPTH_TEST); //初始化OpenGL
glEnable(GL_DITHER); //抖动是激活的。
glShadeModel(GL_SMOOTH);//两点间颜色有过渡效果
}
void main(int argc, char* argv[])
{
glutInit(&argc;, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); //使用双缓存 使用深度缓存。
glutInitWindowSize(480, 480);
glutCreateWindow("OpenGL颜色立方体");
glutReshapeFunc(reshape); //窗口改变的时候调用的函数
glutDisplayFunc(display);
glutSpecialFunc(key_board); //函数注册鼠标响应事件
init();
glutMainLoop();
}
2018-05-21
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