OpenGL入门笔记(十六)

None.gif #include  < windows.h >
None.gif#include 
< GL / glut.h >
None.gif#include 
< math.h >
None.gif
ExpandedBlockStart.gifContractedBlock.gif
/**/ /*声明四个二次曲面物体*/
None.gifGLUquadricObj 
* quadObj1;
None.gifGLUquadricObj 
* quadObj2;
None.gifGLUquadricObj 
* quadObj3;
None.gifGLUquadricObj 
* quadObj4;
None.gif
ExpandedBlockStart.gifContractedBlock.gif
static   float  light_ambient[]  =   dot.gif {0.1,0.1,0.1,1.0} ;
ExpandedBlockStart.gifContractedBlock.gif
static   float  light_diffuse[]  =   dot.gif {0.5,1.0,1.0,1.0} ;
ExpandedBlockStart.gifContractedBlock.gif
static   float  light_position[]  =   dot.gif {90.0,90.0,150.0,0.0} ;
None.gif
ExpandedBlockStart.gifContractedBlock.gif
static   float  front_mat_shininess[]  =   dot.gif {60.0} ;
ExpandedBlockStart.gifContractedBlock.gif
static   float  front_mat_specular[]  =   dot.gif {0.2,0.2,0.2,1.0} ;
ExpandedBlockStart.gifContractedBlock.gif
static   float  front_mat_diffuse[]  =   dot.gif {0.5,0.5,0.28,1.0} ;
None.gif
ExpandedBlockStart.gifContractedBlock.gif
static   float  back_mat_shininess[]  =   dot.gif {60.0} ;
ExpandedBlockStart.gifContractedBlock.gif
static   float  back_mat_specular[]  =   dot.gif {0.5,0.5,0.2,1.0} ;
ExpandedBlockStart.gifContractedBlock.gif
static   float  back_mat_diffuse[]  =   dot.gif {1.0,0.9,0.2,1.0} ;
ExpandedBlockStart.gifContractedBlock.gif
static   float  Imodel_ambient[]  =   dot.gif {1.0,1.0,1.0,1.0} ;
ExpandedBlockStart.gifContractedBlock.gif
static   float  Imodel_twoside[]  =   dot.gif {GL_TRUE} ;
ExpandedBlockStart.gifContractedBlock.gif
static   float  Imodel_oneside[]  =   dot.gif {GL_FALSE} ;
None.gif
None.gif
void  myInit( void )
ExpandedBlockStart.gifContractedBlock.gif
dot.gif {
InBlock.gif glClearColor(
1.0,1.0,1.0,1.0);
InBlock.gif glEnable(GL_DEPTH_TEST);
InBlock.gif glDepthFunc(GL_LEQUAL);
InBlock.gif glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);
InBlock.gif glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse);
InBlock.gif glLightfv(GL_LIGHT0,GL_POSITION,light_position);
InBlock.gif glMaterialfv(GL_FRONT,GL_DIFFUSE,front_mat_diffuse);
InBlock.gif glMaterialfv(GL_FRONT,GL_SPECULAR,front_mat_specular);
InBlock.gif glMaterialfv(GL_FRONT,GL_SHININESS,front_mat_shininess);
InBlock.gif glMaterialfv(GL_BACK,GL_DIFFUSE,back_mat_diffuse);
InBlock.gif glMaterialfv(GL_BACK,GL_SPECULAR,back_mat_specular);
InBlock.gif glMaterialfv(GL_BACK,GL_SHININESS,back_mat_shininess);
InBlock.gif glLightModelfv(GL_LIGHT_MODEL_AMBIENT,Imodel_ambient);
InBlock.gif glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE,Imodel_twoside);
InBlock.gif glEnable(GL_LIGHTING);
InBlock.gif glEnable(GL_LIGHT0);
InBlock.gif glShadeModel(GL_SMOOTH);
ExpandedBlockEnd.gif}

None.gif
None.gif
void  myDisplay( void )
ExpandedBlockStart.gifContractedBlock.gif
dot.gif {
InBlock.gif glClear(GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT);
InBlock.gif quadObj1 
= gluNewQuadric();
InBlock.gif quadObj2 
= gluNewQuadric();
InBlock.gif quadObj3 
= gluNewQuadric();
InBlock.gif quadObj4 
= gluNewQuadric();
InBlock.gif glPushMatrix();
InBlock.gif gluQuadricDrawStyle(quadObj1,GLU_FILL);
InBlock.gif gluQuadricNormals(quadObj1,GL_FLAT);
InBlock.gif gluQuadricOrientation(quadObj1,GLU_INSIDE);
InBlock.gif gluQuadricTexture(quadObj1,GL_TRUE);
InBlock.gif glColor3f(
1.0,1.0,0.0);
InBlock.gif glRotatef(
30,1.0,0.0,0.0);
InBlock.gif glRotatef(
40,0.0,1.0,0.0);
InBlock.gif gluCylinder(quadObj1,
2.0,2.0,9.0,20.0,8.0);
InBlock.gif glPopMatrix();
InBlock.gif glPushMatrix();
InBlock.gif gluQuadricDrawStyle(quadObj2,GLU_SILHOUETTE);
InBlock.gif glTranslatef(
-5.0,-1.0,0.0);
InBlock.gif gluSphere(quadObj2,
3.0,20.0,20.0);
InBlock.gif glPopMatrix();
InBlock.gif glPushMatrix();
InBlock.gif gluQuadricDrawStyle(quadObj3,GLU_LINE);
InBlock.gif glTranslatef(
-2.0,4.0,0.0);
InBlock.gif gluDisk(quadObj3,
2.0,5.0,15.0,10.0);
InBlock.gif glPopMatrix();
InBlock.gif glPushMatrix();
InBlock.gif gluQuadricDrawStyle(quadObj4,GLU_POINT);
InBlock.gif glTranslatef(
-3.0,-7.0,0.0);
InBlock.gif gluPartialDisk(quadObj4,
2.0,5.0,15.0,10.0,10.0,100.0);
InBlock.gif glPopMatrix();
InBlock.gif gluDeleteQuadric(quadObj1);
InBlock.gif gluDeleteQuadric(quadObj2);
InBlock.gif gluDeleteQuadric(quadObj3);
InBlock.gif gluDeleteQuadric(quadObj4);
InBlock.gif 
InBlock.gif glFlush();
ExpandedBlockEnd.gif}

None.gif
None.gif
void  myReshape( int  w, int  h)
ExpandedBlockStart.gifContractedBlock.gif
dot.gif {
InBlock.gif glViewport(
0,0,(GLsizei)w,(GLsizei)h);
InBlock.gif glMatrixMode(GL_PROJECTION);
InBlock.gif glLoadIdentity();
InBlock.gif gluPerspective(
45.0,(GLfloat)w/(GLfloat)h,1.0,50.0);
InBlock.gif glMatrixMode(GL_MODELVIEW);
InBlock.gif glLoadIdentity();
InBlock.gif glTranslatef(
0.0,0.0,-25.0);
ExpandedBlockEnd.gif}

None.gif
None.gif
int  main( int  argc, char   **  argv)
ExpandedBlockStart.gifContractedBlock.gif
dot.gif {
InBlock.gif glutInit(
&argc,argv);
InBlock.gif glutInitDisplayMode(GLUT_SINGLE
|GLUT_RGB|GLUT_DEPTH);
InBlock.gif glutInitWindowSize(
400,400);
InBlock.gif glutInitWindowPosition(
100,100);
InBlock.gif glutCreateWindow(
" DRAW QUADRIC OBJECTS ");
InBlock.gif myInit();
InBlock.gif glutReshapeFunc(myReshape);
InBlock.gif glutDisplayFunc(myDisplay);
InBlock.gif glutMainLoop();
InBlock.gif 
return 0;
ExpandedBlockEnd.gif}

None.gif

200782801.jpg
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