OpenGL学习记录分享(C++)

项目链接

项目链接:https://github.com/gaobin4216/openGL_bigWorks
如果觉得有用可以给个小小的star!
项目效果动画展示:https://www.bilibili.com/video/BV17U4y1J7Lv/
一键三连也可以,谢谢了,给您拜个早年!

说明

西工大2021年春季学期《opengl计算机图形学》课程大作业,附源码和设计说明书&&附加本科时期的一次opengl的大作业,仅供参考
有什么疑惑可以多看看注释和文档,做的时候也参考了不少博客的内容

前言

课程作业,要求如下:
在这里插入图片描述
在这里插入图片描述

大作业一代码(需配置C++的freeglut库)

#include<Windows.h>
#include<iostream>
#include<gl/GL.h>
#include<gl/glut.h>
#include<gl/freeglut.h>
#include<cmath>
#define PI 3.1415926

/*全局变量*/
static int option_value = 1;            //菜单值
static GLfloat move = 0.0;				//平移量
static GLfloat spin = 0.0;				//旋转量
static GLfloat size = 1.0;				//缩放量
static double  sumT_Count = 0;             //平移总距离
static double  sumR_Count = 0;             //旋转总度数
static double  sumS_Count = 1;             //缩放总数
static double  speedlevel = 1;         //速度等级
static double  LINE_or_FILL = 0;            //是否填充的判断


/*绘制三角形*/
void gaobin_Triangle(void)
{
	glClearColor(0.0, 0.5, 1.0, 1.0);		//指定清除颜色,即set背景颜色
	glClear(GL_COLOR_BUFFER_BIT);		    //清除所有的像素, 清除屏幕颜色,即将屏幕的所有像素点都还原为 “底色 ”。

	/*中心点*/
	glPointSize(10.0);           //设置点大小,必须在glBegin和glEnd之外调用glPointSize()
	glBegin(GL_POINTS);
		glColor3d(1.0, 0.0, 0.0); //设置第1个点颜色
		glVertex2d(0, 0); //设置第1个点位置
	glEnd();
	glEnable(GL_POINT_SMOOTH);     //将方形点变为圆形点     

	/*是否填充*/
	if(LINE_or_FILL==0)	glPolygonMode(GL_BACK, GL_LINE);  //线框模式
	else if(LINE_or_FILL==1)glPolygonMode(GL_BACK, GL_FILL);  //填充模式

	/*三角形*/
	glLineWidth(4.0f);                // 设置线的宽度
	glBegin(GL_TRIANGLES);
	    glColor3d(0.0, 1.0, 0.0); //设置颜色
		glVertex2d(0.25*cos(0), 0.25*sin(0));
		glVertex2d(0.25*cos(240 * PI / 180), 0.25*sin(240 * PI / 180));
		glVertex2d(0.25*cos(120 * PI / 180), 0.25*sin(120 * PI / 180));
	glEnd();

	//平移模块
	if (move != 0)
	{
		sumT_Count += move * speedlevel;
		if (sumT_Count <= 1)
		{
			glTranslatef(GLfloat(move * speedlevel), 0, 0);
		}
		if (sumT_Count >= 1 && sumT_Count < 3)
		{
			glTranslatef(GLfloat(-move * speedlevel), 0, 0);
		}
		if (sumT_Count >= 3 && sumT_Count < 4)
		{
			glTranslatef(GLfloat(move* speedlevel), 0, 0);
		}
		if (sumT_Count >= 4)
		{
			move = 0;
		}
	}
	//旋转模块
	if (spin != 0)
	{
		sumR_Count += spin * speedlevel;
		if (sumR_Count <= 360)
		{
			glRotatef(GLfloat(-spin * speedlevel), 0, 0, 1);
		}
		if (sumR_Count > 360 && sumR_Count <= 720)
		{
			glRotatef(GLfloat(spin* speedlevel), 0, 0, 1);
		}
		if (sumR_Count > 720)
		{
			spin = 0;
		}
	}
	//缩放模块
	if (size != 1)
	{
		int times = 0;
		if (speedlevel == 1)times = 15;
		else if (speedlevel == 3)times = 5;
		else if(speedlevel == 5)times = 3;
	    if (sumS_Count < times)
		{
			glScalef(GLfloat(pow(size,speedlevel)), GLfloat(pow(size, speedlevel)), 1);
			sumS_Count +=1;
			Sleep(250);
		}
		if (sumS_Count>=times && sumS_Count <2*times)
		{
			glScalef(GLfloat(pow(1/size, speedlevel)), GLfloat(pow(1/size, speedlevel)),1);
			sumS_Count +=1;
			Sleep(250);
		}
		if (sumS_Count >=2*times)
		{
			size = 1;
		}
	}
	glutPostRedisplay();
	glutSwapBuffers();                        //强制刷新
}
/*变换菜单函数*/
void TransformMenu(int date)
{
	option_value = date;
	switch (option_value)
	{
	case 1://平移
		sumT_Count = 0;
		spin = 0;
		size = 1;
		move = 0.005f ;
		break;
	case 2://旋转
		sumR_Count = 0;
		move = 0;
		size = 1;
		spin = 0.5f;
		break;
	case 3://缩放
		sumS_Count = 0;
		move = 0;
		spin = 0;
		size = 1.08f;
		break;
	}
}
/*速度菜单函数*/
void VelocityMenu(int date)
{
	option_value = date;
	switch (option_value)
	{
	case 4://低速
		speedlevel = 1;
		break;
	case 5://中速
		speedlevel = 3;
		break;
	case 6://快速
		speedlevel = 5;
		break;
	}
}
/*显示菜单函数*/
void DisplayMenu(int date)
{
	option_value = date;
	switch (option_value)
	{
	case 7://填充
		LINE_or_FILL = 1;
		break;
	case 8://线框
		LINE_or_FILL = 0;
		break;
	}
}
/*主菜单函数*/
void MianMenu(int data)
{
	option_value = data;
	glutPostRedisplay();
}

int main(int argc, char* argv[])
{
	/*初始化,创建窗口*/
	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB );
	glutInitWindowPosition(400, 150);
	glutInitWindowSize(800,800);
	glutCreateWindow("高斌_大作业1");

	/*创建菜单*/
	/*变换一级菜单及子菜单*/
	int gaobin_TransformMenu = glutCreateMenu(TransformMenu);
	glutAddMenuEntry("Translation_Animation", 1);
	glutAddMenuEntry("Rotatation_Animation", 2);
	glutAddMenuEntry("Proportion_Animation", 3);
	/*速度一级菜单及子菜单*/
	int gaobin_VelocityMenu = glutCreateMenu(VelocityMenu);
	glutAddMenuEntry("Low_Speed", 4);
	glutAddMenuEntry("Medium_Speed", 5);
	glutAddMenuEntry("Fast_Speed", 6);
	/*显示一级菜单及子菜单*/
	int gaobin_DisplayMenu = glutCreateMenu(DisplayMenu);
	glutAddMenuEntry("Padding", 7);
	glutAddMenuEntry("Wireframe", 8);
	/*主菜单*/
	int gaobin_MainMenu = glutCreateMenu(MianMenu);
	glutAddSubMenu("TransformMenu", gaobin_TransformMenu);
	glutAddSubMenu("VelocityMenu", gaobin_VelocityMenu);
	glutAddSubMenu("DisplayMenu", gaobin_DisplayMenu);
	glutAttachMenu(GLUT_RIGHT_BUTTON);//右键弹出菜单
	glutDisplayFunc(&gaobin_Triangle);
	glutMainLoop();     //消息循环(处理操作系统等的消息,例如键盘、鼠标事件等)
	return 0;
}

大作业二代码(需配置C++的freeglut库)

#include<Windows.h>
#include<vector>
#include<iostream>
#include<string>
#include<fstream>
#include<sstream>
#include<gl/GL.h>
#include<gl/glut.h>
#include<gl/freeglut.h>
#include<cmath>
#define PI 3.1415926

/*灯颜色材质*/
GLfloat lightPos1[] = { 0.28f,0.23f,0.3f,1.0f };     /*第一个灯*/
GLfloat lightDirection1[] = { 0.0,-1.0,-1.0 };

GLfloat lightPos2[] = { 0.0f,0.5f,0.30f,1.0f };     /*第二个灯*/
GLfloat lightDirection2[] = { 1.0,-1.0,-1.0 };

GLfloat lightPos3[] = { -0.5f,-0.0f,0.1f,1.0f };    /*第三个灯*/
GLfloat lightDirection3[] = { 1.0,0.0,0.0 };

GLfloat specular[] = { 1.0f,1.0f,1.0f,1.0f };
GLfloat specrof[] = { 1.0f,1.0f,1.0f,1.0f };
GLfloat ambientLight_whole[] = { 1.0f,1.0f,1.0f,1.0f };
GLfloat ambientLight[] = { 0.2f,0.2f,0.2f,1.0f };


/*旋转全局变量*/
static GLfloat xRot = 0.0f;
static GLfloat yRot = 0.0f;
static GLfloat zRot = 0.0f;

/*定义一个读取三维obj文件的类*/
class ObjLoader
{
public:
	struct vertex
	{
		float x;
		float y;
		float z;
	};
	ObjLoader(std::string filename);//读取函数
	void Draw();//绘制函数
private:
	std::vector<std::vector<GLfloat>> v;//存放顶点(x,y,z)坐标
	std::vector<std::vector<GLint>> f;//存放面的三个顶点索引
};
ObjLoader::ObjLoader(std::string filename)
{
	std::ifstream file(filename);
	std::string line;
	while (getline(file, line))
	{
		if (line.substr(0, 1) == "v")
		{
			std::vector<GLfloat> Point;
			GLfloat x, y, z;
			std::istringstream s(line.substr(2));
			s >> x;
			s >> y; 
			s >> z;
			Point.push_back(x);
			Point.push_back(y);
			Point.push_back(z);
			v.push_back(Point);
		}
		else if (line.substr(0, 1) == "f")
		{
			std::vector<GLint> vIndexSets;
			GLint u, v, w;
			std::istringstream vtns(line.substr(2));
			vtns >> u; vtns >> v; vtns >> w;
			vIndexSets.push_back(u - 1);
			vIndexSets.push_back(v - 1);
			vIndexSets.push_back(w - 1);
			f.push_back(vIndexSets);
		}
	}
	file.close();
}
void ObjLoader::Draw()
{
	glBegin(GL_TRIANGLES);//开始绘制
	for (int i = 0; i < f.size(); i++)
	{
		vertex a, b, c;	//三个顶点
		if ((f[i]).size() != 3) 
		{
			std::cout << "ERRER::THE SIZE OF f IS NOT 3!" << std::endl;
		}
		else {
			GLint firstVertexIndex = (f[i])[0];//取出顶点索引
			GLint secondVertexIndex = (f[i])[1];
			GLint thirdVertexIndex = (f[i])[2];

			a.x = (v[firstVertexIndex])[0];//第一个顶点
			a.y = (v[firstVertexIndex])[1];
			a.z = (v[firstVertexIndex])[2];

			b.x = (v[secondVertexIndex])[0]; //第二个顶点
			b.y = (v[secondVertexIndex])[1];
			b.z = (v[secondVertexIndex])[2];

			c.x = (v[thirdVertexIndex])[0]; //第三个顶点
			c.y = (v[thirdVertexIndex])[1];
			c.z = (v[thirdVertexIndex])[2];
			
			/*左下角孔颜色*/
			if ((a.x >= 0.03&&a.x <= 0.12&&a.y>= 0.03&&a.y<= 0.12)/*第一个顶点在孔内*/
				&&
				(b.x >= 0.03&&b.x <= 0.12&&b.y >= 0.03&&b.y<= 0.12)/*第二个顶点在孔内*/
				&&
				(c.x >= 0.03&&c.x <= 0.12&&c.y >= 0.03&&c.y <= 0.12))/*第三个顶点在孔内*/
			{
				glColor3f(1.0, 0.0, 0.0);
			}

			/*右下角孔颜色*/
			else if ((a.x >= 0.43&&a.x <= 0.51&&a.y >= 0.03&&a.y <= 0.12)/*第一个顶点在孔内*/
				&&
				(b.x >= 0.43&&b.x <= 0.51&&b.y >= 0.03&&b.y <= 0.12)/*第二个顶点在孔内*/
				&&
				(c.x >= 0.43&&c.x <= 0.51&&c.y >= 0.03&&c.y <= 0.12))/*第三个顶点在孔内*/
			{
				glColor3f(1.0, 0.0, 0.0);
			}

			/*左上角孔颜色*/
			else if ((a.x >= 0.065&&a.x <= 0.095&&a.y >= 0.205&&a.y <= 0.245)/*第一个顶点在孔内*/
				&&
				(b.x >= 0.065&&b.x <= 0.095&&b.y >= 0.205&&b.y <= 0.245)/*第二个顶点在孔内*/
				&&
				(c.x >= 0.065&&c.x <= 0.095&&c.y >= 0.205&&c.y <= 0.245))/*第三个顶点在孔内*/
			{
				glColor3f(1.0, 0.0, 0.0);
			}

			/*右上角孔颜色*/
			else if ((a.x >= 0.455&&a.x <= 0.485&&a.y >= 0.205&&a.y <= 0.245)/*第一个顶点在孔内*/
				&&
				(b.x >= 0.455&&b.x <= 0.485&&b.y >= 0.205&&b.y <= 0.245)/*第二个顶点在孔内*/
				&&
				(c.x >= 0.455&&c.x <= 0.485&&c.y >= 0.205&&c.y <= 0.245))/*第三个顶点在孔内*/
			{
				glColor3f(1.0, 0.0, 0.0);
			}

			/*右上角孔颜色*/
			else if ((a.x >= 0.455&&a.x <= 0.495&&a.y >= 0.205&&a.y <= 0.245)/*第一个顶点在孔内*/
				&&
				(b.x >= 0.455&&b.x <= 0.495&&b.y >= 0.205&&b.y <= 0.245)/*第二个顶点在孔内*/
				&&
				(c.x >= 0.455&&c.x <= 0.495&&c.y >= 0.205&&c.y <= 0.245))/*第三个顶点在孔内*/
			{
				glColor3f(1.0, 0.0, 0.0);
			}

			/*中间圆槽颜色*/
			else if ((a.x >= 0.25&&a.x <= 0.30&&a.z >= 0.1&&a.z<= 0.3)/*第一个顶点在孔内*/
				&&
				(b.x >= 0.25&&b.x <= 0.30&&b.z >= 0.1 && b.z <= 0.3)/*第二个顶点在孔内*/
				&&
				(c.x >= 0.25&&c.x <= 0.30&&c.z >= 0.1 && c.z <= 0.3))/*第三个顶点在孔内*/
			{
				glColor3f(0.0, 0.0, 1.0);
			}
	        /*剩余颜色*/
			else glColor3f(0.0, 1.0, 0.0);
			glVertex3f(a.x*1.5, a.y*1.5, -a.z*1.5);//绘制三角面
			glVertex3f(b.x*1.5, b.y*1.5, -b.z*1.5);
			glVertex3f(c.x*1.5, c.y*1.5, -c.z*1.5);
		}
	}
	glEnd();
}
ObjLoader monkey = ObjLoader("openglOBJ.obj");

void gaobin_Object(void)
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);  //清除所有的像素, 清除屏幕颜色,即将屏幕的所有像素点都还原为 “底色 ”。
	/*背景*/
	glBegin(GL_POLYGON);              //多边形
		glColor3f(1.0f, 0.84f, 0.84f);
		glVertex3f(-1.0f, -1.0f, 0.6f); //左下
		glVertex3f(1.0f, -1.0f,0.6f);  //右下
		glColor3f(1.0f, 0.76f, 0.45f);   
		glVertex3f(1.0f, 1.0f,  0.6f);  //右上
		glVertex3f(-1.0f, 1.0f, 0.6f);  //左上
	glEnd();
	/*模型变换和视图变换*/
	glLoadIdentity();
	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();                    //保证每一次操作的对象只限定于物体这个矩阵
	    /*分别绕x,y,z旋转*/
		glRotatef(xRot, 1.0f, 0.0f, 0.0f);
		glRotatef(yRot, 0.0f, 1.0f, 0.0f);
		glRotatef(zRot, 0.0f, 0.0f, 1.0f);   
		/*绘制物体*/
		monkey.Draw();	
	glPopMatrix();                        //保证每一次操作的对象只限定于物体这个矩阵
	glutPostRedisplay();
	glutSwapBuffers();
}
/*普通按键*/
void KeyboardKeys(unsigned char key, int x, int y)
{
	if (key == 32)
		zRot -= 5.0f;
}
/*特殊按键*/
void SpecialKeys(int key, int x, int y)
{
	if (key == GLUT_KEY_UP)
		xRot -= 5.0f;
	if (key == GLUT_KEY_DOWN)
		xRot += 5.0f;
	if (key == GLUT_KEY_LEFT)
		yRot += 5.0f;
	if (key == GLUT_KEY_RIGHT)
		yRot -= 5.0f;
	if (key == GLUT_KEY_F5)
		zRot += 5.0f;
	glutPostRedisplay();
	glutSwapBuffers();
}

void SetupRC(void)
{
	glEnable(GL_DEPTH_TEST);                                //当前像素前面是否有别的像素,如果别的像素挡道了它,那它就不会绘制
	/*环境光*/
	glEnable(GL_LIGHTING);                                   //开灯
	glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientLight_whole);   //全局环境光,提供轻微的环境光,以便可以看到物体;整个场景的环境光的RGBA的强度
	/*1号灯*/
	glLightfv(GL_LIGHT0, GL_DIFFUSE, ambientLight);     //光源中的散射光强度(光仅由漫反射和镜面反射组成)
	glLightfv(GL_LIGHT0, GL_SPECULAR, specular);        //光源中的镜面反射光强度
	glLightfv(GL_LIGHT0, GL_POSITION, lightPos1);        //指定光源位置
	glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, lightDirection1);  // 聚光灯主轴方向  spot direction
	glLightf(GL_LIGHT0, GL_SPOT_CUTOFF,180.0f);         //指定光源的最大散布角 (创建聚光灯,v表示参数是向量(数组))
	glLightf(GL_LIGHT0, GL_SPOT_EXPONENT,500.0f);      //指定聚焦光源指数
	glEnable(GL_LIGHT0);                                 //启动0号光源
	/*2号灯*/
	glLightfv(GL_LIGHT1, GL_DIFFUSE, ambientLight);     //光源中的散射光强度(光仅由漫反射和镜面反射组成)
	glLightfv(GL_LIGHT1, GL_SPECULAR, specular);        //光源中的镜面反射光强度
	glLightfv(GL_LIGHT1, GL_POSITION, lightPos2);        //指定光源位置
	glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, lightDirection2);  // 聚光灯主轴方向  spot direction
	glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, 180.0f);         //指定光源的最大散布角 (创建聚光灯,v表示参数是向量(数组))
	glLightf(GL_LIGHT1, GL_SPOT_EXPONENT, 500.0f);      //指定聚焦光源指数
	glEnable(GL_LIGHT1);                                 //启动1号光源
	/*3号灯*/
	glLightfv(GL_LIGHT2, GL_DIFFUSE, ambientLight);     //光源中的散射光强度(光仅由漫反射和镜面反射组成)
	glLightfv(GL_LIGHT2, GL_SPECULAR, specular);        //光源中的镜面反射光强度
	glLightfv(GL_LIGHT2, GL_POSITION, lightPos3);        //指定光源位置
	glLightfv(GL_LIGHT2, GL_SPOT_DIRECTION, lightDirection3);  // 聚光灯主轴方向  spot direction
	glLightf(GL_LIGHT2, GL_SPOT_CUTOFF, 60.0f);         //指定光源的最大散布角 (创建聚光灯,v表示参数是向量(数组))
	glLightf(GL_LIGHT2, GL_SPOT_EXPONENT, 500.0f);      //指定聚焦光源指数
	glEnable(GL_LIGHT2);                                 //启动2号光源

	glEnable(GL_COLOR_MATERIAL);                            //使用颜色材质,颜色追踪。激活光照的情况下用glColor函数给物体上色
	glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);   //来决定对物体的正面还是反面,对环境光、镜面光还是漫射光进行颜色跟踪
	
    glMaterialfv(GL_FRONT, GL_SPECULAR, specrof);        //材质的镜面反射颜色
	glMateriali(GL_FRONT, GL_SHININESS, 128);            //镜面反射指数
	glDepthFunc(GL_LEQUAL);          
}
/*主函数*/
int main(int argc, char* argv[])
{
	/*初始化,创建窗口*/
	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
	glutInitWindowPosition(400, 150);
	glutInitWindowSize(800, 800);
	glutCreateWindow("高斌_大作业2");
	/*键盘命令*/
	glutSpecialFunc(SpecialKeys);
	glutKeyboardFunc(KeyboardKeys);
	/*调用绘制*/
	SetupRC();
	glutDisplayFunc(&gaobin_Object);
	glutMainLoop();     //消息循环(处理操作系统等的消息,例如键盘、鼠标事件等)
	return 0;
}
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