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  • 图形学笔记1

    转载自http://www.cnblogs.com/wangshide/archive/2012/04/30/2477131.html

    /*
    *  
    *  彩色旋转立方体
    *  1. 定义六个面,同时定义每个顶点的颜色(与顶点坐标相对应)
    *  2. 启用 GL_SMOOTH 方式渲染
    *
    *
    */
    #include <stdio.h>
    #include<GLglut.h>
    static float xrot = 0.0; 
    static float yrot = 0.0; 
    static float zrot = 0.0; 
    
    
    void cube()
    {
        glBegin(GL_QUADS);
            glColor3f(1.0,1.0,0.0);            
            glVertex3f( 1.0, 1.0,-1.0);        
            glColor3f(0.0,1.0,0.0);            
            glVertex3f(-1.0, 1.0,-1.0);        
            glColor3f(0.0,1.0,1.0);            
            glVertex3f(-1.0, 1.0, 1.0);        
            glColor3f(1.0,1.0,1.0);            
            glVertex3f( 1.0, 1.0, 1.0);        
                                            
            glColor3f(1.0,0.0,1.0);            
            glVertex3f( 1.0,-1.0, 1.0);        
            glColor3f(0.0,0.0,1.0);            
            glVertex3f(-1.0,-1.0, 1.0);        
            glColor3f(0.0,0.0,0.0);            
            glVertex3f(-1.0,-1.0,-1.0);        
            glColor3f(1.0,0.0,0.0);            
            glVertex3f( 1.0,-1.0,-1.0);        
                                            
            glColor3f(1.0,1.0,1.0);            
            glVertex3f( 1.0, 1.0, 1.0);        
            glColor3f(0.0,1.0,1.0);            
            glVertex3f(-1.0, 1.0, 1.0);        
            glColor3f(0.0,0.0,1.0);            
            glVertex3f(-1.0,-1.0, 1.0);        
            glColor3f(1.0,0.0,1.0);            
            glVertex3f( 1.0,-1.0, 1.0);        
                                            
            glColor3f(1.0,0.0,0.0);            
            glVertex3f( 1.0,-1.0,-1.0);        
            glColor3f(0.0,0.0,0.0);            
            glVertex3f(-1.0,-1.0,-1.0);        
            glColor3f(0.0,1.0,0.0);            
            glVertex3f(-1.0, 1.0,-1.0);        
            glColor3f(1.0,1.0,0.0);            
            glVertex3f( 1.0, 1.0,-1.0);        
                                            
            glColor3f(0.0,1.0,1.0);            
            glVertex3f(-1.0, 1.0, 1.0);        
            glColor3f(0.0,1.0,0.0);            
            glVertex3f(-1.0, 1.0,-1.0);        
            glColor3f(0.0,0.0,0.0);            
            glVertex3f(-1.0,-1.0,-1.0);        
            glColor3f(0.0,0.0,1.0);            
            glVertex3f(-1.0,-1.0, 1.0);        
                                            
            glColor3f(1.0,1.0,0.0);            
            glVertex3f( 1.0, 1.0,-1.0);        
            glColor3f(1.0,1.0,1.0);            
            glVertex3f( 1.0, 1.0, 1.0);        
            glColor3f(1.0,0.0,1.0);            
            glVertex3f( 1.0,-1.0, 1.0);        
            glColor3f(1.0,0.0,0.0);            
            glVertex3f( 1.0,-1.0,-1.0);        
        glEnd();                            
    }
    
    void display(void)
    {
    
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glLoadIdentity();
        glTranslatef(0, 0, -5);
        glRotatef(xrot, 1, 0, 0);
        glRotatef(yrot, 0, 1, 0);
        glRotatef(zrot, 0, 0, 1);
        //glPolygonMode(GL_FRONT, GL_LINE);
        cube();
        xrot = xrot + 1;
        yrot = yrot + 1;
        zrot = zrot + 1;
    
        glutSwapBuffers();
    }
    
    void reshape(int w, int h)
    {
        if(h==0) h = 1;
    
        glViewport(0, 0, (GLsizei) w, (GLsizei) h);
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        gluPerspective(45.0, (GLfloat)w/(GLfloat)h, 0.1, 100.0);
        glMatrixMode(GL_MODELVIEW);
    }
    void init(int width, int height )
    {
        if(height == 0) height = 1;
        glClearColor(0.0, 0.0, 0.0, 0.0);
        glClearDepth(1.0);
        glDepthFunc(GL_LESS);
        glEnable(GL_DEPTH_TEST);
        glShadeModel(GL_SMOOTH);
    
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        gluPerspective(45.0, (GLfloat)width/(GLfloat)height, 1, 100.0);
        glMatrixMode(GL_MODELVIEW);
    }
    
    void keyboard(unsigned char key, int w, int h)
    {
        if(key == 'f') // 进入全屏
            glutFullScreen();
        if(key == 'F') // 退出全屏
        {
            glutReshapeWindow(640, 480); // 设置窗口大小(不能用初始化的函数)
            glutPositionWindow(400, 100); // 设置窗口位置(不能用初始化的函数)
        }
        if(key == 27) // ESC退出程序
            exit(0);
    }
    
    int main(int argc, char** argv)
    {
        glutInit(&argc, argv);
        glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
        glutInitWindowPosition(400, 100);
        glutInitWindowSize(640, 480);
        glutCreateWindow("");
    
        glutDisplayFunc(display);
        glutIdleFunc(display);
        
        glutReshapeFunc(reshape);
        glutKeyboardFunc(keyboard);
        init(640, 480);
        glutMainLoop();
        return 0;
    }
    

      

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  • 原文地址:https://www.cnblogs.com/wjx-zjut/p/7629941.html
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