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  • openGL 旋转的图形 矩阵操作

    #include <windows.h>
    #ifdef __APPLE__
    #include <GLUT/glut.h>
    #else
    #include <GL/glut.h>
    #endif
    
    #include <stdlib.h>
    
    static int slices = 16;
    static int stacks = 16;
    
    /* GLUT callback Handlers */
    
    static void resize(int width, int height)
    {
        const float ar = (float) width / (float) height;
    
        glViewport(0, 50, width, height);
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
    
        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity() ;
    }
    
    static void display(void)
    {
        const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
        const double a = t*90.0;
    
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glColor3d(1,0,0);
    
        glPushMatrix();
            glTranslated(-2.4,1.2,-6);
            glRotated(60,1,0,0);
            glRotated(a,0,0,1);
            glutSolidSphere(1,slices,stacks);
        glPopMatrix();
    
        glPushMatrix();
            glTranslated(0,1.2,-6);
            glRotated(60,1,0,0);
            glRotated(a,0,0,1);
            glutSolidCone(1,1,slices,stacks);
        glPopMatrix();
    
        glPushMatrix();
            glTranslated(2.4,1.2,-6);
            glRotated(60,1,0,0);
            glRotated(a,0,0,1);
            glutSolidTorus(0.2,0.8,slices,stacks);
        glPopMatrix();
    
        glPushMatrix();
            glTranslated(-2.4,-1.2,-6);
            glRotated(60,1,0,0);
            glRotated(a,0,0,1);
            glutWireSphere(1,slices,stacks);
        glPopMatrix();
    
        glPushMatrix();
            glTranslated(0,-1.2,-6);
            glRotated(60,1,0,0);
            glRotated(a,0,0,1);
            glutWireCone(1,1,slices,stacks);
        glPopMatrix();
    
        glPushMatrix();
            glTranslated(2.4,-1.2,-6);
            glRotated(60,1,0,0);
            glRotated(a,0,0,1);
            glutWireTorus(0.2,0.8,slices,stacks);
        glPopMatrix();
    
        glutSwapBuffers();
    }
    
    
    static void key(unsigned char key, int x, int y)
    {
        switch (key)
        {
            case 27 :
            case 'q':
                exit(0);
                break;
    
            case '+':
                slices++;
                stacks++;
                break;
    
            case '-':
                if (slices>3 && stacks>3)
                {
                    slices--;
                    stacks--;
                }
                break;
        }
    
        glutPostRedisplay();
    }
    
    static void idle(void)
    {
        glutPostRedisplay();
    }
    
    const GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f };
    const GLfloat light_diffuse[]  = { 1.0f, 1.0f, 1.0f, 1.0f };
    const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
    const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
    
    const GLfloat mat_ambient[]    = { 0.7f, 0.7f, 0.7f, 1.0f };
    const GLfloat mat_diffuse[]    = { 0.8f, 0.8f, 0.8f, 1.0f };
    const GLfloat mat_specular[]   = { 1.0f, 1.0f, 1.0f, 1.0f };
    const GLfloat high_shininess[] = { 100.0f };
    
    /* Program entry point */
    
    int main(int argc, char *argv[])
    {
        glutInit(&argc, argv);
        glutInitWindowSize(640,480);
        glutInitWindowPosition(10,10);
        glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
    
        glutCreateWindow("GLUT Shapes");
    
        glutReshapeFunc(resize);
        glutDisplayFunc(display);
        glutKeyboardFunc(key);
        glutIdleFunc(idle);
    
        glClearColor(1,1,1,1);
        glEnable(GL_CULL_FACE);
        glCullFace(GL_BACK);
    
        glEnable(GL_DEPTH_TEST);
        glDepthFunc(GL_LESS);
    
        glEnable(GL_LIGHT0);
        glEnable(GL_NORMALIZE);
        glEnable(GL_COLOR_MATERIAL);
        glEnable(GL_LIGHTING);
    
        glLightfv(GL_LIGHT0, GL_AMBIENT,  light_ambient);
        glLightfv(GL_LIGHT0, GL_DIFFUSE,  light_diffuse);
        glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
        glLightfv(GL_LIGHT0, GL_POSITION, light_position);
    
        glMaterialfv(GL_FRONT, GL_AMBIENT,   mat_ambient);
        glMaterialfv(GL_FRONT, GL_DIFFUSE,   mat_diffuse);
        glMaterialfv(GL_FRONT, GL_SPECULAR,  mat_specular);
        glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
    
        glutMainLoop();
    
        return EXIT_SUCCESS;
    }
    
    
    
    
    
    可以按 +号增加层数,看起来更圆!
    
    


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  • 原文地址:https://www.cnblogs.com/riasky/p/3481880.html
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