OpenGL学习五:矢量图形旋转

 

glRotatef(quard,x,y,z); 旋转函数
quard旋转角度
x,y,z绕着(x,y,z)轴旋转

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,-1.0f, 0.0f);
  glColor3f(0.0f,0.0f,1.0f);
  glVertex3f( 1.0f,-1.0f, 0.0f);
 glEnd();
 glLoadIdentity();
 glTranslatef(1.5f,0.0f,-6.0f);
 glRotatef(rquad,1.0f,0.0f,0.0f);
 glColor3f(0.5f,0.5f,1.0f);
 glBegin(GL_QUADS);
  glVertex3f(-1.0f, 1.0f, 0.0f);
  glVertex3f( 1.0f, 1.0f, 0.0f);
  glVertex3f( 1.0f,-1.0f, 0.0f);
  glVertex3f(-1.0f,-1.0f, 0.0f);
 glEnd();

 

#include "header.h"

GLfloat	rtri;				
GLfloat	rquad;		

void ReSizeGLScene(GLsizei width, GLsizei height)		
{
	if (height==0)								
	{
		height=1;									
	}

	glViewport(0,0,width,height);					

	glMatrixMode(GL_PROJECTION);				
	glLoadIdentity();								


	gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

	glMatrixMode(GL_MODELVIEW);						
	glLoadIdentity();									
}

int InitGL(void)									
{
	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);	
	return TRUE;										
}

void DrawGLScene(void)									
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	
	glLoadIdentity();									
	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,-1.0f, 0.0f);			
		glColor3f(0.0f,0.0f,1.0f);					
		glVertex3f( 1.0f,-1.0f, 0.0f);					
	glEnd();											
	glLoadIdentity();									
	glTranslatef(1.5f,0.0f,-6.0f);						
	glRotatef(rquad,1.0f,0.0f,0.0f);					
	glColor3f(0.5f,0.5f,1.0f);							
	glBegin(GL_QUADS);									
		glVertex3f(-1.0f, 1.0f, 0.0f);					
		glVertex3f( 1.0f, 1.0f, 0.0f);					
		glVertex3f( 1.0f,-1.0f, 0.0f);					
		glVertex3f(-1.0f,-1.0f, 0.0f);					
	glEnd();																				
	glFlush();									
}

void rotate()
{
	rtri+=0.2f;											
	rquad-=0.15f;
	glutPostRedisplay();
}
void mouse(int button,int state,int x,int y)
{ 
	switch(button)
	{
	case GLUT_LEFT_BUTTON:
		if(GLUT_DOWN==state)
		{
			glutIdleFunc(rotate);
		}
		break;
	case GLUT_RIGHT_BUTTON:
		if(GLUT_DOWN==state)
		{
			//glutIdleFunc(0);
		}
		break;
	}
}

int main(int argc, char** argv)
{
	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
	glutInitWindowSize(640,480);
	glutCreateWindow("矢量图形旋转");
	glutReshapeFunc(ReSizeGLScene);
	glutDisplayFunc(DrawGLScene);
	glutMouseFunc(mouse);
	InitGL();
	glutMainLoop();
	return 0;
}

 

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