#include <gl/glut.h> #include <gl/GLU.h> #include <gl/GL.h> #pragma comment(lib, "opengl32.lib") #pragma comment(lib, "glut32.lib") #pragma comment(lib, "glu32.lib") #pragma comment(lib, "glut.lib") #include <math.h> void Cube() { glBegin(GL_QUAD_STRIP);//填充凸多边形 glVertex3f(0.0f, 0.0f, 0.0f); glVertex3f(0.0f, 1.0f, 0.0f); glVertex3f(1.0f, 0.0f, 0.0f); glVertex3f(1.0f, 1.0f, 0.0f); glVertex3f(1.0f, 0.0f, -1.0f); glVertex3f(1.0f, 1.0f, -1.0f); glVertex3f(0.0f, 0.0f, -1.0f); glVertex3f(0.0f, 1.0f, -1.0f); glVertex3f(0.0f, 0.0f, 0.0f); glVertex3f(0.0f, 1.0f, 0.0f); glEnd(); glBegin(GL_QUAD_STRIP); glVertex3f(0.0f, 0.0f, 0.0f); glVertex3f(1.0f, 0.0f, 0.0f); glVertex3f(0.0f, 0.0f, -1.0f); glVertex3f(1.0f, 0.0f, -1.0f); glVertex3f(0.0f, 1.0f, 0.0f); glVertex3f(1.0f, 1.0f, 0.0f); glVertex3f(0.0f, 1.0f, -1.0f); glVertex3f(1.0f, 1.0f, -1.0f); glEnd(); } void Circle() { glBegin(GL_TRIANGLE_FAN);//扇形连续填充三角形串 glVertex3f(0.0f, 0.0f, 0.0f); int i = 0; for (i = 0; i <= 390; i += 15) { float p = i * 3.14 / 180; glVertex3f(sin(p), cos(p), 0.0f); } glEnd(); } void Cylinder() { glBegin(GL_QUAD_STRIP);//连续填充四边形串 int i = 0; for (i = 0; i <= 390; i += 15) { float p = i * 3.14 / 180; glVertex3f(sin(p), cos(p), 1.0f); glVertex3f(sin(p), cos(p), 0.0f); } glEnd(); Circle(); glTranslatef(0, 0, 1); Circle(); } void Cone() { glBegin(GL_QUAD_STRIP);//连续填充四边形串 int i = 0; for (i = 0; i <= 390; i += 15) { float p = i * 3.14 / 180; glVertex3f(0, 0, 1.0f); glVertex3f(sin(p), cos(p), 0.0f); } glEnd(); Circle(); } void renderScene(void) { static float i = 0; i += 0.1; if (i > 360) i = 0; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glPushMatrix(); glColor3f(0, 1, 0); glTranslatef(-2, 2.0, -12); glRotatef(i, 1, 1 ,1); Cylinder(); glPopMatrix(); glPushMatrix(); glColor3f(1, 0, 0); glTranslatef(2, 2, -12); glRotatef(i, 1, 1, 1); Circle(); glPopMatrix(); glPushMatrix(); glColor3f(0, 1, 1); glTranslatef(-2, -2, -12); glRotatef(i, 1, 1, 1); Cube(); glPopMatrix(); glPushMatrix(); glColor3f(1, 1, 0); glTranslatef(2, -2, -12); glRotatef(i, 1, 1, 1); Cone(); glPopMatrix(); glutSwapBuffers(); } void changeSize(int w, int h) { // 防止除数即高度为0 // (你可以设置窗口宽度为0). if (h == 0) h = 1; float ratio = 1.0* w / h; // 单位化投影矩阵。 glMatrixMode(GL_PROJECTION); glLoadIdentity(); // 设置视口大小为整个窗口大小 glViewport(0, 0, w, h); // 设置正确的投影矩阵 gluPerspective(45, ratio, 1, 1000); //下面是设置模型视图矩阵 glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0.0, 0.0, 5.0, 0.0, 0.0, -1.0, 0.0f, 1.0f, 0.0f);//设置观测点 } int main(int argc, char * argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA); glutInitWindowPosition(100, 100); glutInitWindowSize(320, 320); glutCreateWindow("Hello OpenGL"); glutDisplayFunc(renderScene); glutIdleFunc(renderScene); //指定程序空闲时调用函数 glutReshapeFunc(changeSize); //指定窗口形状变化时的回调函数 glEnable(GL_DEPTH_TEST); glutMainLoop(); return 0; }
效果预览
原文地址:http://blog.csdn.net/xianyun2009/article/details/39346281