代码如下:
#include <gl/glut.h>
#pragma comment(lib, "glut32.lib")
void Initialization()
{
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
GLfloat lightSpecular[]={1.0, 1.0, 1.0, 1.0};
GLfloat lightPosition[]={0.5, 0.5, 4.0, 0.0};
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); //指定混合函数
glShadeModel(GL_SMOOTH);
glMaterialfv(GL_FRONT, GL_SPECULAR, lightSpecular);
glMaterialf(GL_FRONT, GL_SHININESS, 100.0);
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
glEnable(GL_BLEND); //启用混合状态
glEnable(GL_LIGHTING); //启用光照
glEnable(GL_LIGHT0); //打开光源0
glEnable(GL_DEPTH_TEST); //启用深度检测
glEnable(GL_COLOR_MATERIAL);//材质跟踪当前绘图色
}
void OnDisplay(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glPushMatrix();
{
glTranslatef(0.0f, 0.0f, -3.0f);
glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
glutSolidTorus(1.0f, 2.0f, 30.0f, 30.0f);//绘制圆环
}
glPopMatrix();
glPushMatrix();
{
glTranslatef(1.0f, 1.0f, 3.0f);
glColor4f(0.0f, 1.0f, 0.0f, 0.4f);
glutSolidSphere(2.0f, 30.0f, 30.0f);//绘制球体
}
glPopMatrix();
glutSwapBuffers();
}
void OnReShape(int w,int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION); //将当前矩阵指定为投影模式
glLoadIdentity();
if (h != 0)
{
GLfloat aspect = GLfloat(w) / GLfloat(h);
if(w < h)
{
glOrtho(-6.0f, 6.0f, -6.0f * aspect, 6.0f * aspect, -6.0f, 6.0f);//三维正交投影
}
else
{
glOrtho(-6.0f / aspect, 6.0f / aspect, -6.0f, 6.0f, -6.0f, 6.0f);
}
}
glMatrixMode(GL_MODELVIEW);
}
void main(int argc,char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(600, 480);
glutCreateWindow("OpenGL透明");
glutReshapeFunc(OnReShape);
glutDisplayFunc(OnDisplay);
Initialization();
glutMainLoop();
}
运行效果如下: