#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() //正方体 { 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() //圆面 { 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 <= 375; i += 15) { float p = i * 3.14 / 180; glVertex3f(sin(p), cos(p), 0.0f); } glEnd(); } void Cylinder() //圆柱 { glBegin(GL_QUAD_STRIP);//连续填充四边形串 int i = 0; for (i = 0; i <= 375; 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() //圆锥 { 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 AirPlane(float x, float y, float z) { static float i = 0, f = 0; i += 0.1; f += 0.01; if (i > 360) i = 0; if (f > 360) f = 0; glPushMatrix(); glTranslatef(x, y, z); glRotatef(f, 1, 1, 1); glPushMatrix(); glColor3f(0.5, 1.5, 0.5); glRotatef(i, 0, 1, 0); glTranslatef(0, 0, 0.5); glScalef(0.1, 0.05, 1); Cube(); //螺旋桨 glPopMatrix(); glTranslatef(0, -0.1, 0); glScalef(0.1, 0.1, 0.1); Cube(); glScalef(10, 10, 10); glColor3f(1, 0, 1); glTranslatef(0.04, -0.05, -0.9); glScalef(0.1, 0.1, 1.5); Cylinder(); glColor3f(0, 1, 0); glScalef(1, 1, 0.2); Cone(); glColor3f(0, 1, 1); glTranslatef(0, 0.7, -4.5); glScalef(0.2, 2, 1); Cube(); glTranslatef(-13, 0.3, 0); glScalef(27, 0.1, 1); Cube(); glPopMatrix(); } void renderScene(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); AirPlane(0, 0, -3); 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; }
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原文地址:http://blog.csdn.net/xianyun2009/article/details/39347249