主要包含圆柱体(Cylinder)圆盘(Disk)球(Sphere) 圆锥(Cylinder)
作法:
1.创建几何体对象 GLUquadricObj *quadratic=gluNewQuadric();
2.设置几何体属性 gluQuadricNormals(法线)gluQuadricTexture(纹理)
gluQuadricOrientation(对齐方式)gluQuadricDrawStyle(绘画样式)
3.绘制二次几何体
gluQuadricNormals | 设置法线 | |||||||
GLU_FLAT | 普通 | |||||||
GLU_SMOOTH | 平滑 | |||||||
GLU_NONE | ||||||||
gluQuadricTexture | GL_TRUE|GL_FALSE | 是否绑定纹理 | ||||||
gluQuadricOrientation | GLU_OUTSIDE|GLU_INSIDE | 设置对其方式 | ||||||
gluQuadricDrawStyle | 绘画样式 | |||||||
GLU_POINT | 以点方式绘制 | |||||||
GLU_LINE | 以线方式绘制 | |||||||
GLU_FILL 100010 #define GLU_LINE 100011 #define GLU_FILL 100012 #define GLU_SILHOUETTE 100013 | 以填充方式绘制 | |||||||
GLU_SILHOUETTE | ||||||||
gluCylinder | 绘制圆柱体|圆锥 | |||||||
参数2 | 圆柱体的底面半径 | |||||||
参数3 | 圆柱体的顶面半径(圆锥半径为0.0) | |||||||
参数4 | 圆柱体的高度 | |||||||
参数5 | 纬线(环绕Z轴有多少细分) | |||||||
参数6 | 经线(沿着Z轴有多少细分)。细分越多该对象就越细致。 | |||||||
gluDisk | ||||||||
参数2 | 盘子的内圆半径,该参数可以为0,则表示在盘子中间没孔,内圆半径越大孔越大 | |||||||
参数3 | 表示外圆半径,这个参数必须比内圆半径大 | |||||||
参数4 | 组成该盘子的切片的数量,这个数量可以想象成披萨饼中的切片的数量。切片越多,外圆边缘就越平滑 | |||||||
参数5 | 组成盘子的环的数量。环很像唱片上的轨迹,一环套一环。这些环从内圆半径细分到外圆半径。细分越多,速度越慢。 | |||||||
gluSphere | 绘制球 | |||||||
参数2 | 半径 | |||||||
参数3 | 纬线 | |||||||
参数4 | 经线 | |||||||
gluPartialDisk | 参数2 | 绘制部分圆盘 | ||||||
参数3 | 盘子的内圆半径,该参数可以为0,则表示在盘子中间没孔,内圆半径越大孔越大 | |||||||
参数4 | 表示外圆半径,这个参数必须比内圆半径大 | |||||||
参数5 | 组成该盘子的切片的数量,这个数量可以想象成披萨饼中的切片的数量。切片越多,外圆边缘就越平滑 | |||||||
参数6 | 组成盘子的环的数量。环很像唱片上的轨迹,一环套一环。这些环从内圆半径细分到外圆半径。细分越多,速度越慢。 | |||||||
参数7 | 起始角度 | |||||||
参数8 | 旋转角度 |
#include "header.h"
int part1;
int part2;
int p1=0;
int p2=1;
GLfloat xrot;
GLfloat yrot;
GLfloat xspeed;
GLfloat yspeed;
GLfloat z=-5.0f;
GLUquadricObj *quadratic;
GLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat LightDiffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat LightPosition[]= { 0.0f, 0.0f, 2.0f, 1.0f };
GLuint filter;
GLuint texture[3];
GLuint object=0;
AUX_RGBImageRec *LoadBMP(char *Filename)
{
FILE *File=NULL;
if (!Filename)
{
return NULL;
}
File=fopen(Filename,"r");
if (File)
{
fclose(File);
return auxDIBImageLoad(Filename);
}
return NULL;
}
int LoadGLTextures()
{
int Status=FALSE;
AUX_RGBImageRec *TextureImage[1];
memset(TextureImage,0,sizeof(void *)*1);
if (TextureImage[0]=LoadBMP("Data/Wall.bmp"))
{
Status=TRUE;
glGenTextures(3, &texture[0]);
// Create Nearest Filtered Texture
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
// Create Linear Filtered Texture
glBindTexture(GL_TEXTURE_2D, texture[1]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
// Create MipMapped Texture
glBindTexture(GL_TEXTURE_2D, texture[2]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
}
if (TextureImage[0])
{
if (TextureImage[0]->data)
{
free(TextureImage[0]->data);
}
free(TextureImage[0]);
}
return Status;
}
GLvoid ReSizeGLScene(GLsizei width, GLsizei height)
{
if (height==0)
{
height=1;
}
glViewport(0,0,width,height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
int InitGL(void)
{
if (!LoadGLTextures())
{
return FALSE;
}
glEnable(GL_TEXTURE_2D);
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);
glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);
glLightfv(GL_LIGHT1, GL_POSITION,LightPosition);
glEnable(GL_LIGHT1);
quadratic=gluNewQuadric();
gluQuadricNormals(quadratic, GLU_SMOOTH);
gluQuadricTexture(quadratic, GL_TRUE);
return TRUE;
}
void glDrawCube()
{
glBegin(GL_QUADS);
// Front Face
glNormal3f( 0.0f, 0.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
// Back Face
glNormal3f( 0.0f, 0.0f,-1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
// Top Face
glNormal3f( 0.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
// Bottom Face
glNormal3f( 0.0f,-1.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
// Right Face
glNormal3f( 1.0f, 0.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
// Left Face
glNormal3f(-1.0f, 0.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd();
}
void DrawGLScene(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0f,0.0f,z);
glRotatef(xrot,1.0f,0.0f,0.0f);
glRotatef(yrot,0.0f,1.0f,0.0f);
glBindTexture(GL_TEXTURE_2D, texture[filter]);
switch(object)
{
case 0:
glDrawCube();
break;
case 1:
glTranslatef(0.0f,0.0f,-1.5f);
gluCylinder(quadratic,1.0f,1.0f,3.0f,32,32);
break;
case 2:
gluDisk(quadratic,0.5f,1.5f,32,32);
break;
case 3:
gluSphere(quadratic,1.3f,32,32);
break;
case 4:
glTranslatef(0.0f,0.0f,-1.5f);
gluCylinder(quadratic,1.0f,0.0f,3.0f,32,32);
break;
case 5:
part1+=p1;
part2+=p2;
if(part1>359)
{
p1=0;
part1=0;
p2=1;
part2=0;
}
if(part2>359)
{
p1=1;
p2=0;
}
gluPartialDisk(quadratic,0.5f,1.5f,32,32,part1,part2-part1);
break;
};
xrot+=xspeed;
yrot+=yspeed;
glFlush();
}
void rotate()
{
glutPostRedisplay();
}
void keyboard(unsigned char key,int x,int y)
{
switch (key)
{
case 'L':
glEnable(GL_LIGHTING);
glutPostRedisplay();
break;
case 'l':
glDisable(GL_LIGHTING);
glutPostRedisplay();
break;
case ' ':
object++;
if(object>5)
object=0;
glutPostRedisplay();
break;
case 'F':
filter+=1;
if (filter>2)
{
filter=0;
}
glutPostRedisplay();
break;
case 'W':
yspeed+=0.01f;
glutIdleFunc(rotate);
break;
case 'S':
yspeed-=0.01f;
glutIdleFunc(rotate);
break;
case 'A':
xspeed+=0.01f;
glutIdleFunc(rotate);
break;
case 'D':
xspeed-=0.01f;
glutIdleFunc(rotate);
break;
case 'Z':
z-=0.01f;
glutIdleFunc(rotate);
break;
case 'X':
z+=0.01f;
glutIdleFunc(rotate);
break;
case 'R':
glutIdleFunc(NULL);
break;
}
}
int main(int argc,char **argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH);
glutInitWindowSize(800,600);
glutInitWindowPosition(100,100);
glutCreateWindow("二次几何体");
InitGL();
glutDisplayFunc(DrawGLScene);
glutKeyboardFunc(keyboard);
glutReshapeFunc(ReSizeGLScene);
glutMainLoop();
}