OpenGL 学习笔记3_3(绘制三角形相关)

蓝宝书 第三章

画三角形 triangle

1)绘制三角形(三个点确定一个三角形)

glBegin(GL_TRIANGLES);
glVertex2f(0.0f, 0.0f); // 点a
glVertex2f(25.0f, 25.0f); // 点b
glVertex2f(50.0f, 0.0f); // 点c
glVertex2f(-50.0f, 0.0f); // 点d

glVertex2f(-75.0f, 50.0f); // 点e
glVertex2f(-25.0f, 0.0f); // 点f
glEnd();

绘制三角形abc和三角形def


2)绘制三角形(新增三角形顶点)

glBegin(GL_TRIANGLE_STRIP);
glVertex2f(0.0f, 0.0f); // 点a
glVertex2f(25.0f, 25.0f); // 点b
glVertex2f(50.0f, 0.0f); // 点c
glVertex2f(-50.0f, 0.0f); // 点d

glVertex2f(-75.0f, 50.0f); // 点e
glVertex2f(-25.0f, 0.0f); // 点f
glEnd();

绘制三角形abc、bcd、def(三点连线顺序不定,应该是与第一个三角形顺时针or逆时针连线统一

3)绘制三角形(同一顶点,最后封闭)

glBegin(GL_TRIANGLE_FAN);
glVertex2f(0.0f, 0.0f); // 点a
glVertex2f(25.0f, 25.0f); // 点b
glVertex2f(50.0f, 0.0f); // 点c
glVertex2f(-50.0f, 0.0f); // 点d

glVertex2f(-75.0f, 50.0f); // 点e
glVertex2f(-25.0f, 0.0f); // 点f
glEnd();

绘制三角形abc、acd、ade、aef及afb

相关代码见例3.8


例3.8 绘制三角形

#include <windows.h>  
#include <math.h>  
#include <GL\GL.h>  
#include <GL\GLU.h>  
#include <GL\glut.h>  

GLboolean bCull = true;
GLboolean bDepth = true;
GLboolean bOutline = true;

GLfloat xRot = 30.0f;
GLfloat yRot = 30.0f;
// Define a constant for the value of PI  
#define GL_PI 3.1415f  
// This function does any needed initialization on the rendering  

void RenderScene(void)
{
	GLfloat x, y, angle; // Storage for coordinates and angles
	int iPivot = 1; // Used to flag alternating colors
	// Clear the window and the depth buffer
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	// Turn culling on if flag is set
	if (bCull)
		glEnable(GL_CULL_FACE);
	else
		glDisable(GL_CULL_FACE);
	// Enable depth testing if flag is set
	if (bDepth)
		glEnable(GL_DEPTH_TEST);
	else
		glDisable(GL_DEPTH_TEST);
	// Draw the back side as a wireframe only, if flag is set
	if (bOutline)
		glPolygonMode(GL_BACK, GL_LINE);
	else
		glPolygonMode(GL_BACK, GL_FILL);
	// Save matrix state and do the rotation
	glPushMatrix();
	glRotatef(xRot, 1.0f, 0.0f, 0.0f);
	glRotatef(yRot, 0.0f, 1.0f, 0.0f);
	// Begin a triangle fan
	glBegin(GL_TRIANGLE_FAN);
	// Pinnacle of cone is shared vertex for fan, moved up z-axis
	// to produce a cone instead of a circle
	glVertex3f(0.0f, 0.0f, 75.0f);
	// Loop around in a circle and specify even points along the circle
	// as the vertices of the triangle fan

	for (angle = 0.0f; angle < (2.0f*GL_PI); angle += (GL_PI / 8.0f))
	{
		// Calculate x and y position of the next vertex
		x = 50.0f*sin(angle);
		y = 50.0f*cos(angle);
		// Alternate color between red and green
		if ((iPivot % 2) == 0)
			glColor3f(0.0f, 1.0f, 0.0f);
		else
			glColor3f(1.0f, 0.0f, 0.0f);
		// Increment pivot to change color next time
		iPivot++;
		// Specify the next vertex for the triangle fan
		glVertex2f(x, y);
	}
	// Done drawing fan for cone
	glEnd();
	// Restore transformations
	glPopMatrix();
	glutSwapBuffers();
}
void SetupRC()
{
	// Black background
	glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
	// Set drawing color to green
	glColor3f(0.0f, 1.0f, 0.0f);
	// Set color shading model to flat
	glShadeModel(GL_FLAT);
	// Clockwise-wound polygons are front facing; this is reversed
	// because we are using triangle fans
	glFrontFace(GL_CW);
}
void ChangeSize(GLsizei w, GLsizei h)
{
	GLfloat nRange = 100.0f;
	// Prevent a divide by zero  
	if (h == 0)
		h = 1;
	// Set Viewport to window dimensions  
	glViewport(0, 0, w, h);
	// Reset projection matrix stack  
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	// Establish clipping volume (left, right, bottom, top, near, far)  

	if (w <= h)
		glOrtho(-nRange, nRange, -nRange*h / w, nRange*h / w, -nRange, nRange);
	else
		glOrtho(-nRange*w / h, nRange*w / h, -nRange, nRange, -nRange, nRange);
	// Reset Model view matrix stack  
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
}
int main(int argc, char* argv[])
{
	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);
	glutInitWindowSize(800, 600);
	glutCreateWindow("Bounce");
	glutDisplayFunc(RenderScene);//显示回调函数  
	glutReshapeFunc(ChangeSize);//窗口大小变形回调函数  

	SetupRC();
	glutMainLoop();

	return 0;
}


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