本文来源http://blog.csdn.net/tiankefeng19850520/article/details/18655907
亲测无问题。
首先打开vs2012,选择建立win32控制台工程。
然后输入以下代码:
#include <windows.h>
#include <GL\GL.h>
#include <GL\GLU.h>
#include <GL\glut.h>
#include <GL/GLAUX.H>
#include <stdio.h>
int part1;
int part2;
int p1=0;
int p2=1;
GLfloat xrot;
GLfloat yrot;
GLfloat xspeed;
GLfloat yspeed;
GLfloat z=-5.0f;
GLUquadricObj *quadratic;
GLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat LightDiffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat LightPosition[]= { 0.0f, 0.0f, 2.0f, 1.0f };
GLuint filter;
GLuint texture[3];
GLuint object=0;
AUX_RGBImageRec *LoadBMP(char *Filename)
{
FILE *File=NULL;
if (!Filename)
{
return NULL;
}
File=fopen(Filename,"r");
WCHAR wszClassName[256];
memset(wszClassName,0,sizeof(wszClassName));
MultiByteToWideChar(CP_ACP,0,Filename,strlen(Filename)+1,wszClassName,
sizeof(wszClassName)/sizeof(wszClassName[0]));
if (File)
{
fclose(File);
return auxDIBImageLoad(wszClassName);
}
return NULL;
}
int LoadGLTextures()
{
int Status=FALSE;
AUX_RGBImageRec *TextureImage[1];
memset(TextureImage,0,sizeof(void *)*1);
if (TextureImage[0]=LoadBMP("earth.bmp"))
{
Status=TRUE;
glGenTextures(3, &texture[0]);
// Create Nearest Filtered Texture
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
// Create Linear Filtered Texture
glBindTexture(GL_TEXTURE_2D, texture[1]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
// Create MipMapped Texture
glBindTexture(GL_TEXTURE_2D, texture[2]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
}
if (TextureImage[0])
{
if (TextureImage[0]->data)
{
free(TextureImage[0]->data);
}
free(TextureImage[0]);
}
return Status;
}
GLvoid ReSizeGLScene(GLsizei width, GLsizei height)
{
if (height==0)
{
height=1;
}
glViewport(0,0,width,height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
int InitGL(void)
{
if (!LoadGLTextures())
{
return FALSE;
}
glEnable(GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);
glLightfv(GL_LIGHT1, GL_POSITION,LightPosition);
glEnable(GL_LIGHT1);
quadratic=gluNewQuadric();
gluQuadricNormals(quadratic, GLU_SMOOTH);
gluQuadricTexture(quadratic, GL_TRUE);
return TRUE;
}
void glDrawCube()
{
glBegin(GL_QUADS);
// Front Face
glNormal3f( 0.0f, 0.0f, 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);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
// Back Face
glNormal3f( 0.0f, 0.0f,-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);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
// Top Face
glNormal3f( 0.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
// Bottom Face
glNormal3f( 0.0f,-1.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
// Right Face
glNormal3f( 1.0f, 0.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
// Left Face
glNormal3f(-1.0f, 0.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
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();
}
void DrawGLScene(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0f,0.0f,z);
glRotatef(xrot,1.0f,0.0f,0.0f);
glRotatef(yrot,0.0f,1.0f,0.0f);
glBindTexture(GL_TEXTURE_2D, texture[filter]);
switch(object)
{
case 0:
glDrawCube();
break;
case 1:
glTranslatef(0.0f,0.0f,-1.5f);
gluCylinder(quadratic,1.0f,1.0f,3.0f,32,32);
break;
case 2:
gluDisk(quadratic,0.5f,1.5f,32,32);
break;
case 3:
gluSphere(quadratic,1.3f,32,32);
break;
case 4:
glTranslatef(0.0f,0.0f,-1.5f);
gluCylinder(quadratic,1.0f,0.0f,3.0f,32,32);
break;
case 5:
part1+=p1;
part2+=p2;
if(part1>359)
{
p1=0;
part1=0;
p2=1;
part2=0;
}
if(part2>359)
{
p1=1;
p2=0;
}
gluPartialDisk(quadratic,0.5f,1.5f,32,32,part1,part2-part1);
break;
};
xrot+=xspeed;
yrot+=yspeed;
glFlush();
}
void rotate()
{
glutPostRedisplay();
}
void keyboard(unsigned char key,int x,int y)
{
switch (key)
{
case 'L':
glEnable(GL_LIGHTING);
glutPostRedisplay();
break;
case 'l':
glDisable(GL_LIGHTING);
glutPostRedisplay();
break;
case ' ':
object++;
if(object>5)
object=0;
glutPostRedisplay();
break;
case 'F':
filter+=1;
if (filter>2)
{
filter=0;
}
glutPostRedisplay();
break;
case 'W':
yspeed+=0.01f;
glutIdleFunc(rotate);
break;
case 'S':
yspeed-=0.01f;
glutIdleFunc(rotate);
break;
case 'A':
xspeed+=0.01f;
glutIdleFunc(rotate);
break;
case 'D':
xspeed-=0.01f;
glutIdleFunc(rotate);
break;
case 'Z':
z-=0.01f;
glutIdleFunc(rotate);
break;
case 'X':
z+=0.01f;
glutIdleFunc(rotate);
break;
case 'R':
glutIdleFunc(NULL);
break;
}
}
int main(int argc,char **argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH);
glutInitWindowSize(800,600);
glutInitWindowPosition(100,100);
glutCreateWindow("二次几何体");
InitGL();
glutDisplayFunc(DrawGLScene);
glutKeyboardFunc(keyboard);
glutReshapeFunc(ReSizeGLScene);
glutMainLoop();
}
假如你的计算机还没安装glut 和 glaux,你应当从http://download.csdn.net/download/wangyijieonline/10123162下载。安装到计算机的C:\Program Files (x86)\Microsoft Visual Studio 11.0\VC 文件夹下面对应的lib文件夹(对应lib文件),include\GL文件夹(.h)和bin文件夹(dll)。注意,glaux没有dll,只有h 和 lib
然后在项目里增加lib文件:
显示效果:
通过按下空格键可以选择三维物体的形状;按下“W”键控制物体转速。