直接画
#include <windows.h>
#include <GL/glut.h>
#include <stdio.h>
#include <string>
#include <iostream>
// 绘制立方体
// 将立方体的八个顶点保存到一个数组里面
static const float vertex_list[][3] =
{
-0.5f, -0.5f, -0.5f,//0
0.5f, -0.5f, -0.5f,//1
-0.5f, 0.5f, -0.5f,//2
0.5f, 0.5f, -0.5f,//3
-0.5f, -0.5f, 0.5f,//4
0.5f, -0.5f, 0.5f,//5
-0.5f, 0.5f, 0.5f,//6
0.5f, 0.5f, 0.5f,//7
};
// 将要使用的顶点的序号保存到一个数组里面
static const GLint index_list[][3] =
{
0,5,1,
0,4,5,
0,3,1,
0,3,2,
0,6,2,
0,6,4,
5,6,4,
5,6,7,
5,3,1,
5,3,7,
3,6,2,
3,6,7,
};
// 绘制立方体
void DrawCube(void)
{
int i, j;
glBegin(GL_TRIANGLES);
for (i = 0; i<12; ++i) // 12 三角形
{
for (j = 0; j<3; ++j) // 每个三角形3顶点
{
glVertex3fv(vertex_list[index_list[i][j]]);
}
}
glEnd();
}
static float rotate = 0;
static int times = 0;
void renderScene(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glPushMatrix();
/*glTranslatef(-0.2, 0, 0);*/ // 平移
//glScalef(2, 1, 1); // 缩放
times++;
if (times > 100)
{
times = 0;
}
if (times % 100 == 0)
{
rotate += 2;
}
glRotatef(rotate, 1, 0, 0);
glRotatef(rotate, 0, 1, 0);
glColor3f(0, 0, 1);
DrawCube();
glPopMatrix();
glutSwapBuffers();
}
void main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(100, 100);
glutInitWindowSize(500, 500);
glutCreateWindow("GLDemo");
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
glutDisplayFunc(renderScene);
glutIdleFunc(renderScene);
glutMainLoop();
}
GL_TRIANGLE_STRIP方法
#include <windows.h>
#include <GL/glut.h>
#include <stdio.h>
#include <string>
#include <iostream>
// 绘制立方体
// 将立方体的八个顶点保存到一个数组里面
static const float vertex_list[][3] =
{
-0.5f, -0.5f, -0.5f,//0
0.5f, -0.5f, -0.5f,//1
-0.5f, 0.5f, -0.5f,//2
0.5f, 0.5f, -0.5f,//3
-0.5f, -0.5f, 0.5f,//4
0.5f, -0.5f, 0.5f,//5
-0.5f, 0.5f, 0.5f,//6
0.5f, 0.5f, 0.5f,//7
};
void display(void){
glBegin(GL_TRIANGLE_STRIP);
glVertex3fv(vertex_list[0]);
glVertex3fv(vertex_list[1]);
glVertex3fv(vertex_list[2]);
glVertex3fv(vertex_list[3]);
glVertex3fv(vertex_list[6]);
glVertex3fv(vertex_list[7]);
glVertex3fv(vertex_list[4]);
glVertex3fv(vertex_list[5]);
glVertex3fv(vertex_list[0]);
glVertex3fv(vertex_list[1]);
glEnd();
glBegin(GL_TRIANGLE_STRIP);
glVertex3fv(vertex_list[0]);
glVertex3fv(vertex_list[2]);
glVertex3fv(vertex_list[4]);
glVertex3fv(vertex_list[6]);
glEnd();
glBegin(GL_TRIANGLE_STRIP);
glVertex3fv(vertex_list[1]);
glVertex3fv(vertex_list[3]);
glVertex3fv(vertex_list[5]);
glVertex3fv(vertex_list[7]);
glEnd();
}
static float rotate = 0;
static int times = 0;
void renderScene(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glPushMatrix();
/*glTranslatef(-0.2, 0, 0);*/ // 平移
//glScalef(2, 1, 1); // 缩放
if (times > 100)
{
times = 0;
}
if (times % 100 == 0)
{
rotate += 0.3;
}
glRotatef(rotate, 0, 1, 0);
glRotatef(rotate, 0, 1, 1);
/*gluLookAt(0.0, 0.99, 0.10, 0.0, .0, 0.0, 0.0, 1.0, 0.0);*/
glColor3f(0, 0, 1);
display();
glPopMatrix();
glutSwapBuffers();
}
void main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(100, 100);
glutInitWindowSize(500, 500);
glutCreateWindow("GLDemo");
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glutDisplayFunc(renderScene);
glutIdleFunc(renderScene);
glutMainLoop();
}