OpenGL学习六:3D图形

glBegin(GL_QUADS); 
  glVertex3f( 1.0f, 1.0f,-1.0f);   // 四边形的右上顶点 (顶面)
  glVertex3f(-1.0f, 1.0f,-1.0f);   // 四边形的左上顶点 (顶面)
  glVertex3f(-1.0f, 1.0f, 1.0f);   // 四边形的左下顶点 (顶面)
  glVertex3f( 1.0f, 1.0f, 1.0f);   // 四边形的右下顶点 (顶面)

  glVertex3f( 1.0f,-1.0f, 1.0f);   // 四边形的右上顶点(底面)
  glVertex3f(-1.0f,-1.0f, 1.0f);   // 四边形的左上顶点(底面)
  glVertex3f(-1.0f,-1.0f,-1.0f);   // 四边形的左下顶点(底面)
  glVertex3f( 1.0f,-1.0f,-1.0f);   // 四边形的右下顶点(底面)

  glVertex3f( 1.0f, 1.0f, 1.0f);   // 四边形的右上顶点(前面)
  glVertex3f(-1.0f, 1.0f, 1.0f);   // 四边形的左上顶点(前面)
  glVertex3f(-1.0f,-1.0f, 1.0f);   // 四边形的左下顶点(前面)
  glVertex3f( 1.0f,-1.0f, 1.0f);   // 四边形的右下顶点(前面)


  glVertex3f(-1.0f, 1.0f, 1.0f);   // 四边形的右上顶点(左面)
  glVertex3f(-1.0f, 1.0f,-1.0f);   // 四边形的左上顶点(左面)
  glVertex3f(-1.0f,-1.0f,-1.0f);   // 四边形的左下顶点(左面)
  glVertex3f(-1.0f,-1.0f, 1.0f);   // 四边形的右下顶点(左面)

  glVertex3f( 1.0f, 1.0f,-1.0f);   // 四边形的右上顶点(右面)
  glVertex3f( 1.0f, 1.0f, 1.0f);   // 四边形的左上顶点(右面)
  glVertex3f( 1.0f,-1.0f, 1.0f);   // 四边形的左下顶点(右面)
  glVertex3f( 1.0f,-1.0f,-1.0f);   // 四边形的右下顶点(右面)


  glVertex3f( 1.0f,-1.0f,-1.0f);   // 四边形的右上顶点(后面)
  glVertex3f(-1.0f,-1.0f,-1.0f);   // 四边形的左上顶点(后面)
  glVertex3f(-1.0f, 1.0f,-1.0f);   // 四边形的左下顶点(后面)
  glVertex3f( 1.0f, 1.0f,-1.0f);   // 四边形的右下顶点(后面
glEnd();

 
           

 

#include "header.h"


GLfloat	rtri;			
GLfloat	rquad;		


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

	glLoadIdentity();									
	glTranslatef(1.5f,0.0f,-7.0f);					
	glRotatef(rquad,1.0f,1.0f,1.0f);					
	glBegin(GL_QUADS);								
		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);					
		glColor3f(1.0f,0.5f,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);					
		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);					
		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);					
		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);					
		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);					
	glEnd();											

	rtri+=0.2f;											
	rquad-=0.15f;										
	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("3D图形");
	glutReshapeFunc(ReSizeGLScene);
	glutDisplayFunc(DrawGLScene);
	glutMouseFunc(mouse);
	InitGL();
	glutMainLoop();
	return 0;
}

 

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