C/C++ 绘制的立方体
2019-08-02
利用的Gult做的立方体,总的来说不简单呀
按键盘上下左右,可以控制角度
#include <stdio.h>
#include <iostream>
#include <gl/glut.h>
#include <math.h>
using namespace std;
//圆周率宏
#define GL_PI 3.1415f
//获取屏幕的宽度
GLint SCREEN_WIDTH = 0;
GLint SCREEN_HEIGHT = 0;
//设置程序的窗口大小
GLint windowWidth = 400;
GLint windowHeight = 300;
//绕x轴旋转角度
GLfloat xRotAngle = 0.0f;
//绕y轴旋转角度
GLfloat yRotAngle = 0.0f;
//受支持的点大小范围
GLfloat sizes[2];
//受支持的点大小增量
GLfloat step;
//最大的投影矩阵堆栈深度
GLint iMaxProjectionStackDepth;
//最大的模型视图矩阵堆栈深度
GLint iMaxModeviewStackDepth;
//最大的纹理矩阵堆栈深度
GLint iMaxTextureStackDepth;
GLint iCoordinateaxis = 2;//是否显示坐标轴
GLint iProjectionMode = 1;//投影模式
void changSize(GLint w, GLint h);
//菜单回调函数
void processMenu(int value){
switch (value){
case 1:
iCoordinateaxis = 1;
break;
case 2:
iCoordinateaxis = 2;
break;
case 3:
iProjectionMode = 1;
//强制调用窗口大小变化回调函数,更改投影模式为正交投影
changSize(glutGet(GLUT_WINDOW_WIDTH), glutGet(GLUT_WINDOW_HEIGHT));
break;
case 4:
iProjectionMode = 2;
//强制调用窗口大小变化回调函数,更改投影模式为透视投影
changSize(glutGet(GLUT_WINDOW_WIDTH), glutGet(GLUT_WINDOW_HEIGHT));
break;
default:
break;
}
//重新绘制
glutPostRedisplay();
}
//显示回调函数
void renderScreen(void){
//将窗口颜色清理为黑色
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
//把整个窗口清理为当前清理颜色:黑色;清除深度缓冲区。
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//将当前Matrix状态入栈
glPushMatrix();
//坐标系绕x轴旋转xRotAngle
glRotatef(xRotAngle, 1.0f, 0.0f, 0.0f);
//坐标系绕y轴旋转yRotAngle
glRotatef(yRotAngle, 0.0f, 1.0f, 0.0f);
//进行平滑处理
glEnable(GL_POINT_SMOOTH);
glHint(GL_POINT_SMOOTH, GL_NICEST);
glEnable(GL_LINE_SMOOTH);
glHint(GL_LINE_SMOOTH, GL_NICEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
/*
if(2==iProjectionMode){
glTranslatef(0.0f,0.0f,-200.0f);
}*/
if (1 == iCoordinateaxis){
glColor3f(1.0f, 1.0f, 1.0f);
glBegin(GL_LINES);
glVertex3f(-90.0f, 00.0f, 0.0f);
glVertex3f(90.0f, 0.0f, 0.0f);
glVertex3f(0.0f, -90.0f, 0.0f);
glVertex3f(0.0f, 90.0f, 0.0f);
glVertex3f(0.0f, 0.0f, -90.0f);
glVertex3f(0.0f, 0.0f, 90.0f);
glEnd();
glPushMatrix();
glTranslatef(90.0f, 0.0f, 0.0f);
glRotatef(90.0f, 0.0f, 1.0f, 0.0f);
glutSolidCone(3, 6, 10, 10);
glPopMatrix();
glPushMatrix();
glTranslatef(0.0f, 90.0f, 0.0f);
glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);
glutSolidCone(3, 6, 10, 10);
glPopMatrix();
glPushMatrix();
glTranslatef(0.0f, 0.0f, 90.0f);
glRotatef(70.0f, 0.0f, 0.0f, 1.0f);
glutSolidCone(3, 6, 10, 10);
glPopMatrix();
}
// Draw six quads
glFrontFace(GL_CW);
glBegin(GL_QUADS);
// Front Face
// White
glColor3ub((GLubyte)255, (GLubyte)255, (GLubyte)255);
glVertex3f(50.0f, 50.0f, 50.0f);
// Yellow
glColor3ub((GLubyte)255, (GLubyte)255, (GLubyte)0);
glVertex3f(50.0f, 0.0f, 50.0f);
// Red
glColor3ub((GLubyte)255, (GLubyte)0, (GLubyte)0);
glVertex3f(0.0f, 0.0f, 50.0f);
// Magenta
glColor3ub((GLubyte)255, (GLubyte)0, (GLubyte)255);
glVertex3f(0.0f, 50.0f, 50.0f);
// Top Face
// Cyan
glColor3f(0.0f, 1.0f, 1.0f);
glVertex3f(50.0f, 50.0f, 0.0f);
// White
glColor3f(1.0f, 1.0f, 1.0f);
glVertex3f(50.0f, 50.0f, 50.0f);
// Magenta
glColor3f(1.0f, 0.0f, 1.0f);
glVertex3f(0.0f, 50.0f, 50.0f);
// Blue
glColor3f(0.0f, 0.0f, 1.0f);
glVertex3f(0.0f, 50.0f, 0.0f);
// Right face
// White
glColor3f(1.0f, 1.0f, 1.0f);
glVertex3f(50.0f, 50.0f, 50.0f);
// Cyan
glColor3f(0.0f, 1.0f, 1.0f);
glVertex3f(50.0f, 50.0f, 0.0f);
// Green
glColor3f(0.0f, 1.0f, 0.0f);
glVertex3f(50.0f, 0.0f, 0.0f);
// Yellow
glColor3f(1.0f, 1.0f, 0.0f);
glVertex3f(50.0f, 0.0f, 50.0f);
glEnd();
glFrontFace(GL_CCW);
glBegin(GL_QUADS);
// Bottom Face
// Green
glColor3f(0.0f, 1.0f, 0.0f);
glVertex3f(50.0f, 0.0f, 0.0f);
// Yellow
glColor3f(1.0f, 1.0f, 0.0f);
glVertex3f(50.0f, 0.0f, 50.0f);
// Red
glColor3f(1.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 0.0f, 50.0f);
// Black
glColor3f(0.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 0.0f, 0.0f);
// Left face
// Magenta
glColor3f(1.0f, 0.0f, 1.0f);
glVertex3f(0.0f, 50.0f, 50.0f);
// Blue
glColor3f(0.0f, 0.0f, 1.0f);
glVertex3f(0.0f, 50.0f, 0.0f);
// Black
glColor3f(0.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 0.0f, 0.0f);
// Red
glColor3f(1.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 0.0f, 50.0f);
// Back Face
// Cyan
glColor3f(0.0f, 1.0f, 1.0f);
glVertex3f(50.0f, 50.0f, 0.0f);
// Green
glColor3f(0.0f, 1.0f, 0.0f);
glVertex3f(50.0f, 0.0f, 0.0f);
// Black
glColor3f(0.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 0.0f, 0.0f);
// Blue
glColor3f(0.0f, 0.0f, 1.0f);
glVertex3f(0.0f, 50.0f, 0.0f);
glEnd();
//恢复压入栈的Matrix
glPopMatrix();
//交换两个缓冲区的指针
glutSwapBuffers();
}
//设置Redering State
void setupRederingState(void){
glEnable(GL_DEPTH_TEST); //使能深度测试
//glFrontFace(GL_CCW); //多边形逆时针方向为正面
glEnable(GL_CULL_FACE); //不显示背面
//glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);//背面正面均使用线填充
glPolygonMode(GL_FRONT, GL_FILL);//背面正面均使用线填充
glPolygonMode(GL_BACK, GL_LINE);//背面正面均使用线填充
glShadeModel(GL_SMOOTH);
//设置清理颜色为黑色
glClearColor(0.0f, 0.0, 0.0, 1.0f);
//设置绘画颜色为绿色
glColor3f(1.0f, 1.0f, 0.0f);
//使能深度测试
glEnable(GL_DEPTH_TEST);
//获取受支持的点大小范围
glGetFloatv(GL_POINT_SIZE_RANGE, sizes);
//获取受支持的点大小增量
glGetFloatv(GL_POINT_SIZE_GRANULARITY, &step);
//获取最大的投影矩阵堆栈深度
glGetIntegerv(GL_MAX_PROJECTION_STACK_DEPTH, &iMaxProjectionStackDepth);
//获取最大的模型视图矩阵堆栈深度
glGetIntegerv(GL_MAX_MODELVIEW_STACK_DEPTH, &iMaxModeviewStackDepth);
//获取最大的纹理矩阵堆栈深度
glGetIntegerv(GL_MAX_TEXTURE_STACK_DEPTH, &iMaxTextureStackDepth);
printf("point size range:%f-%f\n", sizes[0], sizes[1]);
printf("point step:%f\n", step);
printf("iMaxProjectionStackDepth=%d\n", iMaxProjectionStackDepth);
printf("iMaxModeviewStackDepth=%d\n", iMaxModeviewStackDepth);
printf("iMaxTextureStackDepth=%d\n", iMaxTextureStackDepth);
}
//窗口大小变化回调函数
void changSize(GLint w, GLint h){
//横宽比率
GLfloat ratio;
//设置坐标系为x(-100.0f,100.0f)、y(-100.0f,100.0f)、z(-100.0f,100.0f)
GLfloat coordinatesize = 100.0f;
//窗口宽高为零直接返回
if ((w == 0) || (h == 0))
return;
//设置视口和窗口大小一致
glViewport(0, 0, w, h);
//对投影矩阵应用随后的矩阵操作
glMatrixMode(GL_PROJECTION);
//重置当前指定的矩阵为单位矩阵
glLoadIdentity();
ratio = (GLfloat)w / (GLfloat)h;
//正交投影
if (1 == iProjectionMode){
printf("glOrtho\n");
if (w<h)
glOrtho(-coordinatesize, coordinatesize, -coordinatesize / ratio, coordinatesize / ratio, -coordinatesize, coordinatesize);
else
glOrtho(-coordinatesize*ratio, coordinatesize*ratio, -coordinatesize, coordinatesize, -coordinatesize, coordinatesize);
//当前矩阵设置为模型视图矩阵
glMatrixMode(GL_MODELVIEW);
//重置当前指定的矩阵为单位矩阵
glLoadIdentity();
}
else{
printf("gluPerspective\n");
gluPerspective(60, ratio, 10.0f, 500.0f);
//当前矩阵设置为模型视图矩阵
glMatrixMode(GL_MODELVIEW);
//重置当前指定的矩阵为单位矩阵
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -200.0f);
}
}
//按键输入处理回调函数
void specialKey(int key, int x, int y){
if (key == GLUT_KEY_UP){
xRotAngle -= 5.0f;
}
else if (key == GLUT_KEY_DOWN){
xRotAngle += 5.0f;
}
else if (key == GLUT_KEY_LEFT){
yRotAngle -= 5.0f;
}
else if (key == GLUT_KEY_RIGHT){
yRotAngle += 5.0f;
}
//重新绘制
glutPostRedisplay();
}
void timerFunc(int value)
{
glutPostRedisplay();
glutTimerFunc(10, timerFunc, 1);
}
int main(int argc, char* argv[])
{
//菜单
GLint iMainMenu;
GLint iCoordinateaxisMenu;
GLint iOrthoOrPerspectMenu;
//初始化glut
glutInit(&argc, argv);
//使用双缓冲区、深度缓冲区。
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
//获取系统的宽像素
SCREEN_WIDTH = glutGet(GLUT_SCREEN_WIDTH);
//获取系统的高像素
SCREEN_HEIGHT = glutGet(GLUT_SCREEN_HEIGHT);
//创建窗口,窗口名字
glutCreateWindow("欲儿的第一个正方体");
//设置窗口大小
glutReshapeWindow(windowWidth, windowHeight);
//窗口居中显示
glutPositionWindow((SCREEN_WIDTH - windowWidth) / 2, (SCREEN_HEIGHT - windowHeight) / 2);
//窗口大小变化时的处理函数
glutReshapeFunc(changSize);
//设置显示回调函数
glutDisplayFunc(renderScreen);
//设置按键输入处理回调函数
glutSpecialFunc(specialKey);
//菜单回调函数
iCoordinateaxisMenu = glutCreateMenu(processMenu);
//添加菜单
glutAddMenuEntry("Display coordinate axis", 1);
glutAddMenuEntry("Don't dispaly coordinate axis", 2);
iOrthoOrPerspectMenu = glutCreateMenu(processMenu);
glutAddMenuEntry("Ortho", 3);
glutAddMenuEntry("Perspect", 4);
iMainMenu = glutCreateMenu(processMenu);
glutAddSubMenu("Whether Display coordinate axis", iCoordinateaxisMenu);
glutAddSubMenu("Ortho Or Perspect", iOrthoOrPerspectMenu);
//将菜单榜定到鼠标右键上
glutAttachMenu(GLUT_RIGHT_BUTTON);
glutTimerFunc(10, timerFunc, 1);
//设置全局渲染参数
setupRederingState();
glutMainLoop();
return 0;
}
相关链接:https://blog.csdn.net/yearafteryear/article/details/9220529
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