OpenGL入门笔记(十六)

#include <windows.h>
#include <GL/glut.h>
#include <math.h>

/*声明四个二次曲面物体*/
GLUquadricObj *quadObj1;
GLUquadricObj *quadObj2;
GLUquadricObj *quadObj3;
GLUquadricObj *quadObj4;

static float light_ambient[] = {0.1,0.1,0.1,1.0};
static float light_diffuse[] = {0.5,1.0,1.0,1.0};
static float light_position[] = {90.0,90.0,150.0,0.0};

static float front_mat_shininess[] = {60.0};
static float front_mat_specular[] = {0.2,0.2,0.2,1.0};
static float front_mat_diffuse[] = {0.5,0.5,0.28,1.0};

static float back_mat_shininess[] = {60.0};
static float back_mat_specular[] = {0.5,0.5,0.2,1.0};
static float back_mat_diffuse[] = {1.0,0.9,0.2,1.0};
static float Imodel_ambient[] = {1.0,1.0,1.0,1.0};
static float Imodel_twoside[] = {GL_TRUE};
static float Imodel_oneside[] = {GL_FALSE};

void myInit(void)
{
 glClearColor(1.0,1.0,1.0,1.0);
 glEnable(GL_DEPTH_TEST);
 glDepthFunc(GL_LEQUAL);
 glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);
 glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse);
 glLightfv(GL_LIGHT0,GL_POSITION,light_position);
 glMaterialfv(GL_FRONT,GL_DIFFUSE,front_mat_diffuse);
 glMaterialfv(GL_FRONT,GL_SPECULAR,front_mat_specular);
 glMaterialfv(GL_FRONT,GL_SHININESS,front_mat_shininess);
 glMaterialfv(GL_BACK,GL_DIFFUSE,back_mat_diffuse);
 glMaterialfv(GL_BACK,GL_SPECULAR,back_mat_specular);
 glMaterialfv(GL_BACK,GL_SHININESS,back_mat_shininess);
 glLightModelfv(GL_LIGHT_MODEL_AMBIENT,Imodel_ambient);
 glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE,Imodel_twoside);
 glEnable(GL_LIGHTING);
 glEnable(GL_LIGHT0);
 glShadeModel(GL_SMOOTH);
}

void myDisplay(void)
{
 glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
 quadObj1 = gluNewQuadric();
 quadObj2 = gluNewQuadric();
 quadObj3 = gluNewQuadric();
 quadObj4 = gluNewQuadric();
 glPushMatrix();
 gluQuadricDrawStyle(quadObj1,GLU_FILL);
 gluQuadricNormals(quadObj1,GL_FLAT);
 gluQuadricOrientation(quadObj1,GLU_INSIDE);
 gluQuadricTexture(quadObj1,GL_TRUE);
 glColor3f(1.0,1.0,0.0);
 glRotatef(30,1.0,0.0,0.0);
 glRotatef(40,0.0,1.0,0.0);
 gluCylinder(quadObj1,2.0,2.0,9.0,20.0,8.0);
 glPopMatrix();
 glPushMatrix();
 gluQuadricDrawStyle(quadObj2,GLU_SILHOUETTE);
 glTranslatef(-5.0,-1.0,0.0);
 gluSphere(quadObj2,3.0,20.0,20.0);
 glPopMatrix();
 glPushMatrix();
 gluQuadricDrawStyle(quadObj3,GLU_LINE);
 glTranslatef(-2.0,4.0,0.0);
 gluDisk(quadObj3,2.0,5.0,15.0,10.0);
 glPopMatrix();
 glPushMatrix();
 gluQuadricDrawStyle(quadObj4,GLU_POINT);
 glTranslatef(-3.0,-7.0,0.0);
 gluPartialDisk(quadObj4,2.0,5.0,15.0,10.0,10.0,100.0);
 glPopMatrix();
 gluDeleteQuadric(quadObj1);
 gluDeleteQuadric(quadObj2);
 gluDeleteQuadric(quadObj3);
 gluDeleteQuadric(quadObj4);
 
 glFlush();
}

void myReshape(int w,int h)
{
 glViewport(0,0,(GLsizei)w,(GLsizei)h);
 glMatrixMode(GL_PROJECTION);
 glLoadIdentity();
 gluPerspective(45.0,(GLfloat)w/(GLfloat)h,1.0,50.0);
 glMatrixMode(GL_MODELVIEW);
 glLoadIdentity();
 glTranslatef(0.0,0.0,-25.0);
}

int main(int argc,char ** argv)
{
 glutInit(&argc,argv);
 glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH);
 glutInitWindowSize(400,400);
 glutInitWindowPosition(100,100);
 glutCreateWindow(" DRAW QUADRIC OBJECTS ");
 myInit();
 glutReshapeFunc(myReshape);
 glutDisplayFunc(myDisplay);
 glutMainLoop();
 return 0;
}



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本文转自Phinecos(洞庭散人)博客园博客,原文链接:http://www.cnblogs.com/phinecos/archive/2007/08/28/873502.html,如需转载请自行联系原作者

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