// GlutDemo.cpp : 定义控制台应用程序的入口点。
//
//#include "stdafx.h"
#include <stdio.h>
#include <gl/glut.h>
#include <math.h>
//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;
enum MODELS {
SPHERE = 0,
CONE,
CUBE,
TORUS,
DODECAHEDRON,
TEAPOT,
OCTAHEDRON,
TETRAHEDRON,
ICOSAHEDRON
};
GLint iModel = SPHERE;
GLboolean bWire = GL_TRUE;
//菜单回调函数
void processMenu(int value) {
switch (value) {
case 1:
iModel = SPHERE;
break;
case 2:
iModel = CONE;
break;
case 3:
iModel = CUBE;
break;
case 4:
iModel = TORUS;
break;
case 5:
iModel = DODECAHEDRON;
break;
case 6:
iModel = TEAPOT;
break;
case 7:
iModel = OCTAHEDRON;
break;
case 8:
iModel = TETRAHEDRON;
break;
case 9:
iModel = ICOSAHEDRON;
break;
case 10:
bWire = GL_TRUE;
break;
case 11:
bWire = GL_FALSE;
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);
//将模板缓冲区值全部清理为1
glClearStencil(1);
//使能模板缓冲区
glEnable(GL_STENCIL_TEST);
//把整个窗口清理为当前清理颜色:黑色。清除深度缓冲区、模板缓冲区
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_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_POLYGON_SMOOTH);
glHint(GL_POLYGON_SMOOTH, GL_NICEST);
//白色绘制坐标系
glColor3f(1.0f, 1.0f, 1.0f);
glBegin(GL_LINES);
glVertex3f(-9.0f, 0.0f, 0.0f);
glVertex3f(9.0f, 0.0f, 0.0f);
glVertex3f(0.0f, -9.0f, 0.0f);
glVertex3f(0.0f, 9.0f, 0.0f);
glVertex3f(0.0f, 0.0f, -9.0f);
glVertex3f(0.0f, 0.0f, 9.0f);
glEnd();
glPushMatrix();
glTranslatef(9.0f, 0.0f, 0.0f);
glRotatef(90.0f, 0.0f, 1.0f, 0.0f);
glutSolidCone(0.3, 0.6, 10, 10);
glPopMatrix();
glPushMatrix();
glTranslatef(0.0f, 9.0f, 0.0f);
glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);
glutSolidCone(0.3, 0.6, 10, 10);
glPopMatrix();
glPushMatrix();
glTranslatef(0.0f, 0.0f, 9.0f);
glRotatef(90.0f, 0.0f, 0.0f, 1.0f);
glutSolidCone(0.3, 0.6, 10, 10);
glPopMatrix();
//设置绘画颜色为金色
glColor3f(0.0f, 1.0f, 0.0f);
switch (iModel) {
//球
case SPHERE:
if (bWire) {
glutWireSphere(8.0f, 20, 20);
}
else {
glutSolidSphere(8.0f, 20, 20);
}
break;
//锥体
case CONE:
if (bWire) {
glutWireCone(4.0f, 8.0f, 20, 20);
}
else {
glutSolidCone(4.0f, 8.0f, 20, 20);
}
break;
//立体
case CUBE:
if (bWire) {
glutWireCube(8.0f);
}
else {
glutSolidCube(8.0f);
}
break;
//甜圈
case TORUS:
if (bWire) {
glutWireTorus(3.0f, 6.0f, 20, 20);
}
else {
glutSolidTorus(3.0f, 6.0f, 20, 20);
}
break;
//十六面体,默认半径1.0
case DODECAHEDRON:
glScalef(6.0f, 6.0f, 6.0f);//x,y,z轴均放大6倍
if (bWire) {
glutWireDodecahedron();
}
else {
glutSolidDodecahedron();
}
break;
//茶壶
case TEAPOT:
if (bWire) {
glutWireTeapot(8.0f);
}
else {
glutSolidTeapot(8.0f);
}
break;
//八面体,默认半径1.0
case OCTAHEDRON:
glScalef(6.0f, 6.0f, 6.0f);//x,y,z轴均放大6倍
if (bWire) {
glutWireOctahedron();
}
else {
glutSolidOctahedron();
}
break;
//四面体,默认半径1.0
case TETRAHEDRON:
glScalef(6.0f, 6.0f, 6.0f);//x,y,z轴均放大6倍
if (bWire) {
glutWireTetrahedron();
}
else {
glutSolidTetrahedron();
}
break;
//二十面体,默认半径1.0
case ICOSAHEDRON:
glScalef(6.0f, 6.0f, 6.0f);//x,y,z轴均放大6倍
if (bWire) {
glutWireIcosahedron();
}
else {
glutSolidIcosahedron();
}
break;
default:
break;
}
//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) {
//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);
printf("point size range:%f-%f\n", sizes[0], sizes[1]);
printf("point step:%f\n", step);
}
//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 = 10.0f;
//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 (w < h)
glOrtho(-coordinatesize, coordinatesize, -coordinatesize / ratio, coordinatesize / ratio, -coordinatesize, coordinatesize);
else
glOrtho(-coordinatesize * ratio, coordinatesize * ratio, -coordinatesize, coordinatesize, -coordinatesize, coordinatesize);
//对模型视图矩阵堆栈应用随后的矩阵操作
glMatrixMode(GL_MODELVIEW);
//重置当前指定的矩阵为单位矩阵
glLoadIdentity();
}
//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();
}
int main(int argc, char* argv[])
{
int nModelMenu;
int nWireMenu;
int nMainMenu;
//初始化glut
glutInit(&argc, argv);
//使用双缓冲区、深度缓冲区、模板缓冲区
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL);
//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,窗口名字为OpenGL Glut Demo
glutCreateWindow("OpenGL Glut Demo");
//设置窗口大小
glutReshapeWindow(windowWidth, windowHeight);
//窗口居中显示
glutPositionWindow((SCREEN_WIDTH - windowWidth) / 2, (SCREEN_HEIGHT - windowHeight) / 2);
//创建二级菜单
nModelMenu = glutCreateMenu(processMenu);
glutAddMenuEntry("Sphere", 1);
glutAddMenuEntry("Cone", 2);
glutAddMenuEntry("Cube", 3);
glutAddMenuEntry("Torus", 4);
glutAddMenuEntry("Dodecahedron", 5);
glutAddMenuEntry("Teapot", 6);
glutAddMenuEntry("Octahedron", 7);
glutAddMenuEntry("Tetrahedron", 8);
glutAddMenuEntry("Icosahedron", 9);
nWireMenu = glutCreateMenu(processMenu);
glutAddMenuEntry("Wire", 10);
glutAddMenuEntry("Solid", 11);
nMainMenu = glutCreateMenu(processMenu);
glutAddSubMenu("Model", nModelMenu);
glutAddSubMenu("WireOrSolid", nWireMenu);
//将菜单榜定到鼠标右键上
glutAttachMenu(GLUT_RIGHT_BUTTON);
//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);
//设置全局渲染参数
setupRederingState();
glutMainLoop();
return 0;
}
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最新推荐文章于 2022-04-22 11:47:31 发布