在立方体的六个面贴上不同的颜色,如果想达到混合颜色的效果,可以参照立方体的前面代码在每一行前都加上颜色
代码如下
#include <gl/glut.h>
#pragma comment(lib, "opengl32.lib")
#pragma comment(lib, "glut32.lib")
#pragma comment(lib, "glu32.lib")
#pragma comment(lib, "glut.lib")
void Box(float x, float y, float z) //长方体
{
glPushMatrix();
glScalef(x, y, z);
glBegin(GL_QUADS);
glColor3f(1, 0, 0);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);// 前
glColor3f(0, 1, 0);
glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f);
glColor3f(0, 0, 1);
glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, 1.0f);
glColor3f(0, 1, 1);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glColor3f(1, 0, 0);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);// 后
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, -1.0f);
glColor3f(0, 1, 0);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);// 上
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f);
glColor3f(0, 0, 1);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);// 下
glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glColor3f(1, 1, 0);
glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, -1.0f, -1.0f);// 左
glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f);
glColor3f(0, 1, 1);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);// 右
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd();
glPopMatrix();
}
void renderScene(void)
{
static float i = 0;
i += 0.01f;
if (i > 360) i = 0;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0, 0, -1.5);
glRotatef(i, 1, 1, 1);
Box(0.3f, 0.3f, 0.3f);
glutSwapBuffers();
}
void changeSize(int w, int h)
{
if (h == 0) h = 1;
float ratio = 1.0* w / h;
glMatrixMode(GL_PROJECTION);// 单位化投影矩阵。
glLoadIdentity();
glViewport(0, 0, w, h);// 设置视口大小为整个窗口大小
gluPerspective(45, ratio, 1, 1000);// 设置正确的投影矩阵
glMatrixMode(GL_MODELVIEW);//下面是设置模型视图矩阵
glLoadIdentity();
gluLookAt(0.0, 0.0, 5.0, 0.0, 0.0, -1.0, 0.0f, 1.0f, 0.0f);//设置观测点
}
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); //指定程序空闲时调用函数
glutReshapeFunc(changeSize); //指定窗口形状变化时的回调函数
glEnable(GL_DEPTH_TEST);
glutMainLoop();
return 0;
}
效果如图