收获:
- 三维图案绘制后可能看不到,可能是因为观察点的位置问题导致图案在观察点的后方,可以将图案向远处移动之后再观察。
- 图案旋转时可能只显示一半,另一半不现实,当然如果不旋转或者由于特定的旋转角度可能什么也看不见,是因为开启了glEnable(GL_CULL_FACE); 此时物体都有正反两面,程序不对反面的图形渲染,为的是在实际开发中提高渲染效率,减少对机器资源的不必要浪费,此时注释掉这一句或者注销掉此功能即可。
- 光源参数的设置仍不熟悉,需要进一步学习。
代码:
#include <windows.h>
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#include <bits/stdc++.h>
using namespace std;
#include <stdlib.h>
static double PI = acos(-1.0);
static int slices = 16;
static int stacks = 16;
static void resize(int width, int height)
{
const float ar = (float) width / (float) height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
GLUquadricObj *obj = NULL;
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);
obj = gluNewQuadric();
gluQuadricDrawStyle(obj, GLU_FILL);
gluQuadricNormals(obj, GLU_SMOOTH);
glPushMatrix();
double r = 1;
double len = 2;
// double slices = 50;
// double Stack = 3;
glTranslated(0, 0, -6);
glRotated(60, 0, 1, 0);
glRotated(a, 0, 1, 0);
gluCylinder(obj,r,r,len,slices,stacks);
gluCylinder(obj,r/2,r/2,len,slices,stacks);
gluDisk(obj, r/2, r, slices, 4);
glPopMatrix();
glPushMatrix();
glTranslated(0, 0, -6);
glRotated(60, 0, 1, 0);
glRotated(a, 0, 1, 0);
glTranslated(0, 0, 2);
gluDisk(obj, r/2, r, 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 };
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;
}
效果: