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  • OpenGL之路(五)制作旋转飞机模型

    #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
    	// (你能够设置窗体宽度为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体大小
    	glViewport(0, 0, w, h);
    
    	// 设置正确的投影矩阵
    	gluPerspective(45, ratio, 1, 1000);
    	//以下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);//设置观測点
    }
    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); //指定程序空暇时调用函数
    	glutReshapeFunc(changeSize); //指定窗体形状变化时的回调函数
    	glEnable(GL_DEPTH_TEST);
    	glutMainLoop();
    	return 0;
    }

    预览图


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  • 原文地址:https://www.cnblogs.com/tlnshuju/p/7136306.html
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