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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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