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代码如下:
#include <windows.h> //#include <GLUT/glut.h> #include <GL/glut.h> #include <math.h> #include <iostream> using namespace std; #define GL_PI 3.1415f void RenderScene() { glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); GLboolean bEdgeflag; glBegin(GL_TRIANGLES); glEdgeFlag(bEdgeflag); glVertex2f(-20.0f,0.0f); glEdgeFlag(true); glVertex2f(20.0f,0.0f); glVertex2f(0.0f,40.0f); glVertex2f(-20.0f,0.0f); glVertex2f(-60.0f,-20.0f); glEdgeFlag(bEdgeflag); glVertex2f(-20.0f,-40.0f); glEdgeFlag(true); glVertex2f(-20.0f,-40.0f); glVertex2f(0.0f,-80.0f); glEdgeFlag(bEdgeflag); glVertex2f(20.0f,-40.0f); glEdgeFlag(true); glVertex2f(20.0f,-40.0f); glVertex2f(60.0f,-20.0f); glEdgeFlag(bEdgeflag); glVertex2f(20.0f,0.0f); glEdgeFlag(true); glEdgeFlag(bEdgeflag); glVertex2f(-20.0f,0.0f); glVertex2f(-20.0f,-40.0f); glVertex2f(20.0f,0.0f); glVertex2f(-20.0f,-40.0f); glVertex2f(20.0f,-40.0f); glVertex2f(20.0f,0.0f); glEdgeFlag(true); glEnd(); glutSwapBuffers(); } void ChangeSize(GLsizei w,GLsizei h) { if(h==0) h = 1; GLfloat aspectRatio = (GLfloat)w/(GLfloat)h; glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if(w<=h) glOrtho(-100,100,-100/aspectRatio,100/aspectRatio,100.0,-100.0); else glOrtho(-100*aspectRatio,100*aspectRatio,-100,100,100.0,-100.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void SetupRC() { glClearColor(0.0f,0.0f,0.0f,1.0f); glColor3f(1.0f,0.0f,0.0f); } int main(int argc, char *argv[]) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB|GLUT_DEPTH); glutInitWindowSize(800,600); glutCreateWindow("Simple"); glutDisplayFunc(RenderScene); glutReshapeFunc(ChangeSize); SetupRC(); glutMainLoop(); return 0; }
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原文地址:http://www.cnblogs.com/lxk2010012997/p/4199340.html