opengl,c++,六棱锥,teapot

//#include"stdafx.h"
#include <GL/glut.h>
#include <stdlib.h>
#include<algorithm>
using namespace std;
bool mouseLeftDown;
bool mouseRightDown;
float mouseX, mouseY;
float cameraDistance = -6.0;
float cameraAngleX;
float cameraAngleY;
float angle[4] = { 0,0,0,0 };
bool depth = false;

void mouseCB(int button, int state, int x, int y);

void mouseMotionCB(int x, int y);

void init(void) {
	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
	glShadeModel(GL_SMOOTH);//设为smooth处理方式,注意看区别

	glEnable(GL_DEPTH_TEST);//激活深度测试
}
#define V3 1.732
float arr[7][2] = { 2,0,1,V3,-1,V3,-2,0,-1,-V3,1,-V3,2,0 };
void display(void) {
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);    //清除颜色缓存和深度缓存
	glLoadIdentity();

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	if (depth)
	{
		glDepthFunc(GL_ALWAYS);
	}
	else {
		glDepthFunc(GL_LESS);
	}

	glTranslatef(3.0, 0.0, -6.0);
	glRotatef(angle[0], angle[1], angle[2], angle[3]);
	glColor3f(0.5f, 0.5f, 0.5f);
	glutWireTeapot(1);
	glColor3f(1, 1, 1);
	glutSolidTeapot(0.5);
	glEnd();  // 结束绘制
	glLoadIdentity();

	glTranslatef(-2.0, 0, cameraDistance);
	glRotatef(cameraAngleX, 1, 0, 0);
	glRotatef(cameraAngleY, 0, 1, 0);
	glBegin(GL_TRIANGLES);
	for (int i = 0; i<6;i++)
	{
		glColor3f(1.0f, 0.0f, 0.0f);
		glVertex3f(0.0f, 1.0f, 0.0f);
		glColor3f(0.0f, 1.0f, 0.0f);
		glVertex3f(arr[i][0], -1.0f, arr[i][1]);
		glColor3f(0.0f, 0.0f, 1.0f);
		glVertex3f(arr[i+1][0], -1.0f, arr[i+1][1]);
	}
	for (int i = 0; i < 6; i++)
	{
		glColor3f(0.5f, 0.5f, 0.5f);
		glVertex3f(0.0f, -1.0f, 0.0f);
		glColor3f(0.5f, 0.5f, 0.5f);
		glVertex3f(arr[i][0], -1.0f, arr[i][1]);		
		glColor3f(0.5f, 0.5f, 0.5f);
		glVertex3f(arr[i + 1][0], -1.0f, arr[i + 1][1]);
	}
	glEnd();

	glutSwapBuffers();//交换双缓存
}

void reshape(int width, int height) {	//鼠标左右中间
	glViewport(0, 0, width, height);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(45.0f, (GLfloat)width / (GLfloat)height, 0.1f, 100.0f);
	glMatrixMode(GL_MODELVIEW);	//设置为模型视图矩阵
	glLoadIdentity();	//当前矩阵设置为单位矩阵
}

void keyboard(unsigned char key, int x, int y) {
	switch (key) {	//考虑添加键盘命令,交互式控制金字塔的旋转
	case 'q':
	case 'Q':
		angle[0] = 0,angle[1] = 1,angle[2] = 0,angle[3] = 0;
		break;
	case 'e':
	case 'E':
		angle[0] = 180, angle[1] = 0, angle[2] = 1, angle[3] = 0;
		break;
	case 'w':
	case 'W':
		angle[0] = 90, angle[1] = 1, angle[2] = 0, angle[3] = 0;
		break;
	case 's':
	case 'S':
		angle[0] = -90, angle[1] = 1, angle[2] = 0, angle[3] = 0;
		break;
	case 'a':
	case 'A':
		angle[0] = 90, angle[1] = 0, angle[2] = 1, angle[3] = 0;
		break;
	case 'd':
	case 'D':
		angle[0] = -90, angle[1] = 0, angle[2] = 1, angle[3] = 0;
		break;
	case ' ':
		depth = not depth;
		break;
	default:
		//exit(0); 
		break;
	}
}

int main(int argc, char** argv) {
	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);//使用双缓存模式和深度缓存
	glutInitWindowSize(1280, 480);
	glutInitWindowPosition(100, 100);
	glutCreateWindow("Transform2");
	init();
	glutDisplayFunc(display);
	glutReshapeFunc(reshape);
	glutKeyboardFunc(keyboard); 
	glutMouseFunc(mouseCB);
	glutMotionFunc(mouseMotionCB);
	glutIdleFunc(display);//设置空闲时调用的函数
	glutMainLoop();
	return 0;
}

void mouseCB(int button, int state, int x, int y)
{
	mouseX = x;
	mouseY = y;

	if (button == GLUT_LEFT_BUTTON)
	{
		if (state == GLUT_DOWN)
		{
			mouseLeftDown = true;
		}
		else if (state == GLUT_UP)
			mouseLeftDown = false;
	}

	else if (button == GLUT_RIGHT_BUTTON)
	{
		if (state == GLUT_DOWN)
		{
			mouseRightDown = true;
		}
		else if (state == GLUT_UP)
			mouseRightDown = false;
	}
}

void mouseMotionCB(int x, int y)
{
	if (mouseLeftDown)
	{
		cameraAngleY += (x - mouseX);
		cameraAngleX += (y - mouseY);
		mouseX = x;
		mouseY = y;
	}
	if (mouseRightDown)
	{
		cameraDistance += (y - mouseY) * 0.2f;
		mouseY = y;
	}

	glutPostRedisplay();
}

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