VS2012下基于Glut OpenGL GL_TRIANGLE_FAN示例程序:

本文介绍了如何在VS2012环境下,利用OpenGL的GL_TRIANGLE_FAN模式来绘制多个三角形。通过示例程序和键盘交互,读者可以观察到图形的不同视角。参考链接提供了更详细的绘制原理解析。

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在VS2012下使用glut GL_TRIANGLE_FAN绘制三角形示例程序,绘制的是多个三角形,效果如下图所示,按PC的UP,DOWN,LEFT,RIGHT按键可以从不同的角度查看该图形:

GL_TRIANGLE_FAN对序列点生成三角形的处理方式参考下图与http://blog.youkuaiyun.com/yearafteryear/article/details/9059795就可以看得很清楚:



源代码:

// GlutTriangleFanDemo.cpp : 定义控制台应用程序的入口点。
//

#include "stdafx.h"
#include <gl/glut.h>
#include <math.h>
//圆周率宏
#define GL_PI 3.1415f
//获取屏幕的宽度
GLint SCREEN_WIDTH=0;
GLint SCREEN_HEIGHT=0;
//设置程序的窗口大小
GLint windowWidth=400;
GLint windowHeight=300;
//绕x轴旋转角度
GLfloat xRotAngle=0.0f;
//绕y轴旋转角度
GLfloat yRotAngle=0.0f;
//显示回调函数
void renderScreen(void){
    GLfloat x,y,z,angle;
    //把整个窗口清理为当前清理颜色:黑色
    glClear(GL_COLOR_BUFFER_BIT);
    //将当前Matrix状态入栈
    glPushMatrix();
    //坐标系绕x轴旋转xRotAngle
    glRotatef(xRotAngle,1.0f,0.0f,0.0f);
    //坐标系绕y轴旋转yRotAngle
    glRotatef(yRotAngle,0.0f,1.0f,0.0f);

	//进行平滑处理 
	glEnable(GL_POINT_SMOOTH);
	glHint(GL_POINT_SMOOTH,GL_NICEST);
	glEnable(GL_LINE_SMOOTH);
	glHint(GL_LINE_SMOOTH,GL_NICEST);

	//使用白色绘制坐标系
	glColor3f(1.0f,1.0f,1.0f);
	//绘制坐标系
	glBegin(GL_LINES);
		glVertex3f(-80.0f,0.0f,0.0f);
		glVertex3f(80.0f,0.0f,0.0f);
		glVertex3f(0.0f,-80.0f,0.0f);
		glVertex3f(0.0f,80.0f,0.0f);
		glVertex3f(0.0f,0.0f,-80.0f);
		glVertex3f(0.0f,0.0f,80.0f);
	glEnd();

	glPushMatrix();
	glTranslatef(80.0f,0.0f,0.0f);
	glRotatef(90.0f,0.0f,1.0f,0.0f);
	glutWireCone(3,6,10,10);
	glPopMatrix();

	glPushMatrix();
	glTranslatef(0.0f,80.0f,0.0f);
	glRotatef(-90.0f,1.0f,0.0f,0.0f);
	glutWireCone(3,6,10,10);
	glPopMatrix();

	glPushMatrix();
	glTranslatef(0.0f,0.0f,80.0f);
	glRotatef(90.0f,0.0f,0.0f,1.0f);
	glutWireCone(3,6,10,10);
	glPopMatrix();

	//坐标系平移到(-50.0f,0.0f,00.0f)
	glPushMatrix();
	glTranslatef(-50.0f,0.0f,00.0f);
	//白色绘制五个顶点
	glColor3f(1.0f,1.0f,1.0f);
	glPointSize(5.0f);
	glBegin(GL_POINTS);
		glVertex3f(0.0f,0.0f,0.0f);
		glVertex3f(25.0f,25.0f,0.0f);
		glVertex3f(0.0f,50.0f,0.0f);
		glVertex3f(-25.0f,25.0f,0.0f);
		glVertex3f(-25.0f,0.0f,0.0f);
	glEnd();
	//GL_FLAT使用单色模式填充三角形 
	//GL_SMOOTH使用颜色平滑变换模式填充三角形 
	glShadeModel(GL_FLAT);
	//使用GL_TRIANGLE_FAN绘制三角形
	glBegin(GL_TRIANGLE_FAN);
		//使用红色绘制第一个三角形
		glColor3f(1.0f,0.0f,0.0f);
		glVertex3f(0.0f,0.0f,0.0f);
		glVertex3f(25.0f,25.0f,0.0f);
		glVertex3f(0.0f,50.0f,0.0f);
		//使用绿色绘制第二个三角形
		glColor3f(0.0f,1.0f,0.0f);
		glVertex3f(-25.0f,25.0f,0.0f);
		//使用蓝色绘制第三个三角形
		glColor3f(0.0f,0.0f,1.0f);
		glVertex3f(-25.0f,0.0f,0.0f);
	//结束GL_TRIANGLE_FAN绘制三角形
	glEnd();
	glPopMatrix();
	
	//坐标系平移到(50.0f,0.0f,00.0f)
	glPushMatrix();
	glTranslatef(50.0f,0.0f,00.0f);
	//白色绘制五个顶点
	glColor3f(1.0f,1.0f,1.0f);
	glPointSize(5.0f);
	glBegin(GL_POINTS);
		glVertex3f(0.0f,0.0f,0.0f);
		glVertex3f(25.0f,25.0f,0.0f);
		glVertex3f(0.0f,50.0f,0.0f);
		glVertex3f(-25.0f,25.0f,0.0f);
		glVertex3f(-25.0f,0.0f,0.0f);
	glEnd();
	//GL_FLAT使用单色模式填充三角形 
	//GL_SMOOTH使用颜色平滑变换模式填充三角形 
	glShadeModel(GL_SMOOTH);
	//使用GL_TRIANGLE_FAN绘制三角形
	glBegin(GL_TRIANGLE_FAN);
		//使用红色绘制第一个三角形
		glColor3f(1.0f,0.0f,0.0f);
		glVertex3f(0.0f,0.0f,0.0f);
		glVertex3f(25.0f,25.0f,0.0f);
		glVertex3f(0.0f,50.0f,0.0f);
		//使用绿色绘制第二个三角形
		glColor3f(0.0f,1.0f,0.0f);
		glVertex3f(-25.0f,25.0f,0.0f);
		//使用蓝色绘制第三个三角形
		glColor3f(0.0f,0.0f,1.0f);
		glVertex3f(-25.0f,0.0f,0.0f);
	//结束GL_TRIANGLE_FAN绘制三角形
	glEnd();
	glPopMatrix();

	
    //恢复压入栈的Matrix
    glPopMatrix();
    //交换两个缓冲区的指针
    glutSwapBuffers();
}
//设置Redering State 
void setupRederingState(void){
    //设置清理颜色为黑色
    glClearColor(0.0f,0.0,0.0,1.0f);
    //设置绘画颜色为绿色
    glColor3f(0.0f,1.0f,0.0f);
}
//窗口大小变化回调函数
void changSize(GLint w,GLint h){
    //横宽比率
    GLfloat ratio;
    //设置坐标系为x(-100.0f,100.0f)、y(-100.0f,100.0f)、z(-100.0f,100.0f)
    GLfloat coordinatesize=100.0f;
    //窗口宽高为零直接返回
    if((w==0)||(h==0))
        return;
    //设置视口和窗口大小一致
    glViewport(0,0,w,h);
    //对投影矩阵应用随后的矩阵操作
    glMatrixMode(GL_PROJECTION);
    //重置当前指定的矩阵为单位矩阵 
    glLoadIdentity();
    ratio=(GLfloat)w/(GLfloat)h;
    //正交投影
    if(w<h)
        glOrtho(-coordinatesize,coordinatesize,-coordinatesize/ratio,coordinatesize/ratio,-coordinatesize,coordinatesize);
    else
        glOrtho(-coordinatesize*ratio,coordinatesize*ratio,-coordinatesize,coordinatesize,-coordinatesize,coordinatesize);
    //对模型视图矩阵堆栈应用随后的矩阵操作
    glMatrixMode(GL_MODELVIEW);
    //重置当前指定的矩阵为单位矩阵 
    glLoadIdentity();
}

//按键输入处理回调函数
void specialKey(int key,int x,int y){

    if(key==GLUT_KEY_UP){
        xRotAngle-=5.0f;
    }
    else if(key==GLUT_KEY_DOWN){
        xRotAngle+=5.0f;
    }
    else if(key==GLUT_KEY_LEFT){
        yRotAngle-=5.0f;
    }
    else if(key==GLUT_KEY_RIGHT){
        yRotAngle+=5.0f;
    }
    //重新绘制
    glutPostRedisplay();
}

int main(int argc, char* argv[])
{
    //初始化glut 
    glutInit(&argc,argv);
    //使用双缓冲区模式
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA|GLUT_DEPTH);
    //获取系统的宽像素
    SCREEN_WIDTH=glutGet(GLUT_SCREEN_WIDTH);
    //获取系统的高像素
    SCREEN_HEIGHT=glutGet(GLUT_SCREEN_HEIGHT);
	//创建窗口,窗口名字为OpenGL TriAngleFan Demo
    glutCreateWindow("OpenGL TriAngleFan Demo");
    //设置窗口大小
    glutReshapeWindow(windowWidth,windowHeight);
    //窗口居中显示
    glutPositionWindow((SCREEN_WIDTH-windowWidth)/2,(SCREEN_HEIGHT-windowHeight)/2);
    //窗口大小变化时的处理函数
    glutReshapeFunc(changSize);
    //设置显示回调函数 
    glutDisplayFunc(renderScreen);
    //设置按键输入处理回调函数
    glutSpecialFunc(specialKey);
    //设置全局渲染参数
    setupRederingState();
    glutMainLoop();
    return 0;
}


#include <glut.h> #include <GL/gl.h> #include <GL/glu.h> #include <stdio.h> #include <math.h> #include<iostream> #define GL_BGR 0x80E0 // 扩展的BGR颜色格式 #define M_PI 3.14159265358979323846 // 纹理ID GLuint skyTexture, roadTexture, wheelTexture, carTexture; // 小车位置和车轮旋转角度 float carPosition = -1.0f; float wheelRotation = 0.0f; // 改进的BMP文件加载函数 GLuint loadBMP(const char* filename) { FILE* file; errno_t error = fopen_s(&file, filename, "rb"); // 使用二进制模式打开文件 if (error != 0 || file == nullptr) { std::cerr << "无法打开文件: " << filename << std::endl; return 0; } // 读取BMP文件头 unsigned char header[54]; if (fread(header, 1, 54, file) != 54) { std::cerr << "无效的BMP文件头: " << filename << std::endl; fclose(file); return 0; } // 检查是否为BMP文件 if (header[0] != 'B' || header[1] != 'M') { std::cerr << "不是BMP文件: " << filename << std::endl; fclose(file); return 0; } // 获取图像数据的偏移量 int dataPos = *(int*)&(header[0x0A]); // 获取图像大小 int imageSize = *(int*)&(header[0x22]); // 获取图像宽度和高度 int width = *(int*)&(header[0x12]); int height = *(int*)&(header[0x16]); // 如果BMP文件没有提供图像大小,则计算它 if (imageSize == 0) imageSize = width * height * 3; // 3表示RGB // 如果数据位置未指定,则使用默认值 if (dataPos == 0) dataPos = 54; // BMP文件头的大小 // 为图像数据分配内存 unsigned char* data = new unsigned char[imageSize]; // 读取图像数据 fseek(file, dataPos, SEEK_SET); fread(data, 1, imageSize, file); fclose(file); // 创建纹理ID GLuint textureID; glGenTextures(1, &textureID); // 绑定纹理 glBindTexture(GL_TEXTURE_2D, textureID); // 加载纹理数据到OpenGL glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_BGR, GL_UNSIGNED_BYTE, data); delete[] data; // 设置纹理过滤 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); return textureID; } // 绘制带纹理的矩形 void drawTexturedQuad(float x, float y, float width, float height) { glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex2f(x, y); glTexCoord2f(1.0f, 0.0f); glVertex2f(x + width, y); glTexCoord2f(1.0f, 1.0f); glVertex2f(x + width, y + height); glTexCoord2f(0.0f, 1.0f); glVertex2f(x, y + height); glEnd(); } // 绘制带纹理的旋转车轮 void drawWheel(float cx, float cy, float radius) { glPushMatrix(); // 移动到车轮中心并应用旋转 glTranslatef(cx, cy, 0.0f); glRotatef(wheelRotation, 0.0f, 0.0f, 1.0f); const int segments = 36; glBegin(GL_TRIANGLE_FAN); glTexCoord2f(0.5f, 0.5f); // 中心点 glVertex2f(0.0f, 0.0f); for (int i = 0; i <= segments; i++) { float angle = 2.0f * M_PI * i / segments; float x = cos(angle) * radius; float y = sin(angle) * radius; // 计算纹理坐标 glTexCoord2f(0.5f + 0.5f * cos(angle), 0.5f + 0.5f * sin(angle)); glVertex2f(x, y); } glEnd(); glPopMatrix(); } // 绘制小车 void drawCar() { // 车身 (矩形) glColor3f(1.0f, 1.0f, 1.0f); // 确保颜色为白色,不影响纹理颜色 glBindTexture(GL_TEXTURE_2D, carTexture); drawTexturedQuad(carPosition - 0.2f, -0.5f, 0.4f, 0.2f); // 车轮 glBindTexture(GL_TEXTURE_2D, wheelTexture); drawWheel(carPosition - 0.15f, -0.55f, 0.07f); // 左轮 drawWheel(carPosition + 0.15f, -0.55f, 0.07f); // 右轮 } // 场景渲染函数 void renderScene() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // 绘制天空 glBindTexture(GL_TEXTURE_2D, skyTexture); drawTexturedQuad(-1.0f, -1.0f, 2.0f, 2.0f); // 绘制道路 glBindTexture(GL_TEXTURE_2D, roadTexture); drawTexturedQuad(-1.0f, -1.0f, 2.0f, 0.5f); // 绘制小车 drawCar(); glutSwapBuffers(); } // 动画更新函数 void update(int value) { // 更新小车位置(水平移动) carPosition += 0.01f; if (carPosition > 1.2f) carPosition = -1.2f; // 更新车轮旋转角度(顺时针旋转) wheelRotation -= 5.0f; if (wheelRotation > 360.0f) wheelRotation += 360.0f; // 触发重绘 glutPostRedisplay(); glutTimerFunc(16, update, 0); // 约60FPS } // 初始化函数 void init() { // 设置清除颜色为白色(背景色) glClearColor(1.0, 1.0, 1.0, 0.0); // 加载纹理 skyTexture = loadBMP("sky.bmp"); roadTexture = loadBMP("road.bmp"); wheelTexture = loadBMP("wheel.bmp"); carTexture = loadBMP("car.bmp"); // 检查纹理是否加载成功 if (!skyTexture || !roadTexture || !wheelTexture || !carTexture) { std::cerr << "纹理加载失败!请确保所有BMP文件都在正确的位置。" << std::endl; } // 启用纹理和混合 glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // 设置2D正交投影 glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(-1.0, 1.0, -1.0, 1.0); glMatrixMode(GL_MODELVIEW); // 设置背景色 glClearColor(0.0f, 0.0f, 0.0f, 1.0f); } int main(int argc, char** argv) { // 初始化GLUT glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB); glutInitWindowSize(800, 600); glutCreateWindow("OpenGL 2D动画 - 移动小车"); // 注册回调函数 init(); glutDisplayFunc(renderScene); glutTimerFunc(0, update, 0); // 启动动画 // 进入主循环 glutMainLoop(); return 0; } 开启光照计算,加入至少2个光源,并设置2种以上材质,使得场景中的对象呈现出不同的材质特征。
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