Nehe第五课

3D图形来了。

其实这一节课没有什么好说的,就是注意设置好坐标,然后颜色搭配合理就行了

int DrawGLScene(GLvoid)								// 从这里开始进行所有的绘制
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);			// 清除屏幕和深度缓存
	glLoadIdentity();							// 重置当前的模型观察矩阵
	
	glTranslatef(-1.5f,0.0f,-6.0f);
	glRotatef(rtri,0.0f,1.0f,0.0f);
	glBegin(GL_TRIANGLES);
		glColor3f(1.0f,0.0f,0.0f);
		glVertex3f(0.0f,1.0f,0.0f);
		glColor3f(0.0f,1.0f,0.0f);
		glVertex3f(-1.0f,0.0f,1.0f);
		glColor3f(0.0f,0.0f,1.0f);
		glVertex3f(1.0f,0.0f,1.0f);

		glColor3f(0.0f,1.0f,0.0f);
		glVertex3f(1.0f,0.0f,1.0f);
		glColor3f(0.0f,0.0f,1.0f);
		glVertex3f(1.0f,0.0f,-1.0f);
		glColor3f(1.0f,0.0f,0.0f);
		glVertex3f(0.0f,1.0f,0.0f);

		glColor3f(1.0f,0.0f,0.0f);
		glVertex3f(0.0f,1.0f,0.0f);
		glColor3f(0.0f,1.0f,0.0f);
		glVertex3f(1.0f,0.0f,-1.0f);
		glColor3f(0.0f,0.0f,1.0f);
		glVertex3f(-1.0f,0.0f,-1.0f);

		glColor3f(0.0f,1.0f,0.0f);
		glVertex3f(-1.0f,0.0f,-1.0f);
		glColor3f(0.0f,0.0f,1.0f);
		glVertex3f(-1.0f,0.0f,1.0f);
		glColor3f(1.0f,0.0f,0.0f);
		glVertex3f(0.0f,1.0f,0.0f);

	glEnd();

	glLoadIdentity();
	glTranslatef(1.5f,0.0f,-6.0f);
	glRotatef(rquak,1.0f,1.0f,0.0f);
	
	glBegin(GL_QUADS);
	//前面
	glColor3f(1.0f,0.0f,0.0f);
		glVertex3f(-1.0f,1.0f,1.0f);
		glVertex3f(1.0f,1.0f,1.0f);
		glVertex3f(1.0f,-1.0f,1.0f);
		glVertex3f(-1.0f,-1.0f,1.0f);
	//左侧面
	glColor3f(0.0f,1.0f,0.0f);
		glVertex3f(-1.0f,-1.0f,1.0f);
		glVertex3f(-1.0f,-1.0f,-1.0f);
		glVertex3f(-1.0f,1.0f,-1.0f);
		glVertex3f(-1.0f,1.0f,1.0f);
	//上面
	glColor3f(0.0f,0.0f,1.0f);
		glVertex3f(-1.0f,1.0f,1.0f);
		glVertex3f(-1.0f,1.0f,-1.0f);
		glVertex3f(1.0f,1.0f,-1.0f);
		glVertex3f(1.0f,1.0f,1.0f);
	//右侧面
	glColor3f(1.0f,1.0f,0.0f);
		glVertex3f(1.0f,1.0f,1.0f);
		glVertex3f(1.0f,1.0f,-1.0f);
		glVertex3f(1.0f,-1.0f,-1.0f);
		glVertex3f(1.0f,-1.0f,1.0f);
	//下面
	glColor3f(1.0f,0.0f,1.0f);
		glVertex3f(1.0f,-1.0f,1.0f);
		glVertex3f(1.0f,-1.0f,-1.0f);
		glVertex3f(-1.0f,-1.0f,-1.0f);
		glVertex3f(-1.0f,-1.0f,1.0f);
	//后面
	glColor3f(0.0f,1.0f,1.0f);
		glVertex3f(-1.0f,1.0f,-1.0f);
		glVertex3f(1.0f,1.0f,-1.0f);
		glVertex3f(1.0f,-1.0f,-1.0f);
		glVertex3f(-1.0f,-1.0f,-1.0f);
	glEnd();
	rquak += -0.2f;
	rtri +=0.1f;
	return true;								// 继续运行
}


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