前段时间老师布置一作业,我画了一个哆啦A梦,代码如下
#include <Windows.h>
#include <gl\glut.h>
#include <stdio.h>
#include<math.h>
#define GLUT_DISABLE_ATEXIT_HACK
#define N 100
const GLfloat tempR = 0.5f;//脸半径
const GLfloat PI = 3.1415926536f;
//颜色设置
static GLfloat ColorChoose[5][3] = {
{ 0.0, 0.74, 1.0 }, { 1.0, 1.0, 1.0 }, { 1.0, 0.0, 0.0 }, { 0.0, 0.0, 0.0 },
{ 1.0, 1.0, 0.0 } };
static GLfloat r = 1.0f, g = 1.0f, b = 0.0f;
static GLfloat spin = 0.0;
int fg = 0;
static float x = 400, y = 400;
static int FACE_COLOR = 0;//湖蓝色
static int EYE_COLOR = 1;//白色
static int NOSE_COLOR = 2;//红色
static int LINE_COLOR = 3;//黑色
static int LINGDANG_COLOR = 4;//黄色
//画脸 0.0, 0.4, 0.4
void face(float x, float y, float radius)
{
int count;
int sections = 200;
GLfloat TWOPI = 2.0f * 3.14159f;
//glLineWidth(1.f);
glColor3f(ColorChoose[FACE_COLOR][0], ColorChoose[FACE_COLOR][1], ColorChoose[FACE_COLOR][2]);
glBegin(GL_TRIANGLE_FAN);
glVertex2f(x, y);
for (count = 0; count <= sections; count++)
{
glVertex2f(x + radius*cos(count*TWOPI / sections), y + radius*sin(count*TWOPI / sections));
}
glEnd();
}
//脸白
void face1(float x, float y, float radius)
{
int count;
int sections = 200;
GLfloat TWOPI = 2.0f * 3.14159f;
//glLineWidth(1.f);
glColor3f(ColorChoose[EYE_COLOR][0], ColorChoose[EYE_COLOR][1], ColorChoose[EYE_COLOR][2]);
glBegin(GL_TRIANGLE_FAN);
glVertex2f(x, y);
for (count = 0; count <= sections; count++)
{
glVertex2f(x + radius*cos(count*TWOPI / sections), y + radius*sin(count*TWOPI / sections));
}
glEnd();
}
//描线
void drawline(float x, float y, float radius)
{
int count;
int sections = 200;
GLfloat TWOPI = 2.0f * 3.14159f;
glLineWidth(3);
glColor3f(ColorChoose[LINE_COLOR][0], ColorChoose[LINE_COLOR][1], ColorChoose[LINE_COLOR][2]);
glBegin(GL_LINE_STRIP);
for (count = 0; count <= sections; count++)
{
glVertex2f(x + radius*cos(count*TWOPI / sections), y + radius*sin(count*TWOPI / sections));
}
glEnd();
}
//嘴巴
void mouthhalf(float x, float y, float radius)
{
int count;
int sections = 200;
GLfloat TWOPI = 2.0f * 3.14159f;
//glLineWidth(1.f);
glColor3f(ColorChoose[NOSE_COLOR][0], ColorChoose[NOSE_COLOR][1], ColorChoose[NOSE_COLOR][2]);
glBegin(GL_TRIANGLE_FAN);
glVertex2f(x, y);
for (count = 100; count <= sections; count++)
{
glVertex2f(x + radius*cos(count*TWOPI / sections), y + radius*sin(count*TWOPI / sections));
}
glEnd();
}
//嘴巴描线
void drawlinehalfmouth(float x, float y, float radius)
{
int count;
int sections = 200;
GLfloat TWOPI = 2.0f * 3.14159f;
glLineWidth(3);
glColor3f(ColorChoose[LINE_COLOR][0], ColorChoose[LINE_COLOR][1], ColorChoose[LINE_COLOR][2]);
//嘴上那个横线
glBegin(GL_LINES);
glVertex2f(-0.2, 0.26);
glVertex2f(0.2, 0.26);
glEnd();
//嘴巴半圆绘制,用红色填充
glBegin(GL_LINE_STRIP);
for (count = 100; count <= sections; count++)
{
glVertex2f(x + radius*cos(count*TWOPI / sections), y + radius*sin(count*TWOPI / sections));
}
glEnd();
}
//画眼睛
void eyes(float x, float y, float radius)
{
int count;
int sections = 200;
GLfloat TWOPI = 3.0f * 3.14159f;
glColor3f(ColorChoose[EYE_COLOR][0], ColorChoose[EYE_COLOR][1], ColorChoose[EYE_COLOR][2]);
glBegin(GL_TRIANGLE_FAN);
glVertex2f(x, y);
for (count = 0; count <= sections; count++)
{
glVertex2f(x + radius*cos(count*TWOPI / sections), y + radius*sin(count*TWOPI / sections));
}
glEnd();
}
//眼珠子
void eyeskernel(float x, float y, float radius)
{
//眼珠子
int count;
int sections = 200;
GLfloat TWOPI = 3.0f * 3.14159f;
glColor3f(ColorChoose[LINE_COLOR][0], ColorChoose[LINE_COLOR][1], ColorChoose[LINE_COLOR][2]);
glBegin(GL_TRIANGLE_FAN);
glVertex2f(x, y);
for (count = 0; count <= sections; count++)
{
glVertex2f(x + radius*cos(count*TWOPI / sections), y + radius*sin(count*TWOPI / sections));
}
glEnd();
}
//画鼻子
void nose(float x, float y, float radius)
{
int count;
int sections = 200;
GLfloat TWOPI = 2.0f * 3.14159f;
//glLineWidth(1.f);
glColor3f(ColorChoose[NOSE_COLOR][0], ColorChoose[NOSE_COLOR][1], ColorChoose[NOSE_COLOR][2]);
glBegin(GL_TRIANGLE_FAN);
glVertex2f(x, y);
for (count = 0; count <= sections; count++)
{
glVertex2f(x + radius*cos(count*TWOPI / sections), y + radius*sin(count*TWOPI / sections));
}
glEnd();
}
//鼻子线+胡子+牙齿
void nosebeard()
{
//鼻子线 1条直线
//glClear(GL_COLOR_BUFFER_BIT);
glLineWidth(3);
glColor3f(ColorChoose[LINE_COLOR][0], ColorChoose[LINE_COLOR][1], ColorChoose[LINE_COLOR][2]);
glBegin(GL_LINES);
glVertex2f(0.0, 0.47);
glVertex2f(0.0, 0.26);
glEnd();
//胡须 4根
glLineWidth(3);
glColor3f(ColorChoose[LINE_COLOR][0], ColorChoose[LINE_COLOR][1], ColorChoose[LINE_COLOR][2]);
glBegin(GL_LINES);
glVertex2f(-0.07, 0.40);
glVertex2f(-0.25, 0.45);
glVertex2f(0.07, 0.40);
glVertex2f(0.25, 0.45);
glVertex2f(-0.07, 0.36);
glVertex2f(-0.25, 0.34);
glVertex2f(0.07, 0.36);
glVertex2f(0.25, 0.34);
glEnd();
}
//装饰物:铃铛
void decorate(float x, float y, float radius)
{
int count;
int sections = 200;
GLfloat TWOPI = 2.0f * 3.14159f;
//铃铛
glColor3f(r,g,b);
glBegin(GL_TRIANGLE_FAN);
glVertex2f(x, y);
for (count = 0; count <= sections; count++)
{
glVertex2f(x + radius*cos(count*TWOPI / sections), y + radius*sin(count*TWOPI / sections));
}
glEnd();
}
//下半圆
void halfdown(float x, float y, float radius)
{
int count;
int sections = 200;
GLfloat TWOPI = 2.0f * 3.14159f;
glLineWidth(3);
glColor3f(ColorChoose[LINE_COLOR][0], ColorChoose[LINE_COLOR][1], ColorChoose[LINE_COLOR][2]);
glBegin(GL_LINE_STRIP);
for (count = 100; count <= sections; count++)
{
glVertex2f(x + radius*cos(count*TWOPI / sections), y + radius*sin(count*TWOPI / sections));
}
glEnd();
}
//上半圆
void halfup(float x, float y, float radius)
{
int count;
int sections = 200;
GLfloat TWOPI = 2.0f * 3.14159f;
glLineWidth(3);
glColor3f(ColorChoose[LINE_COLOR][0], ColorChoose[LINE_COLOR][1], ColorChoose[LINE_COLOR][2]);
glBegin(GL_LINE_STRIP);
for (count = 0; count <= sections/2; count++)
{
glVertex2f(x + radius*cos(count*TWOPI / sections), y + radius*sin(count*TWOPI / sections));
}
glEnd();
}
//身体
void body()
{
glColor3f(ColorChoose[LINE_COLOR][0], ColorChoose[LINE_COLOR][1], ColorChoose[LINE_COLOR][2]);
//左边拳头
drawline(-0.40, 0.14, 0.08);
//左边手臂
glLineWidth(3);
glColor3f(ColorChoose[LINE_COLOR][0], ColorChoose[LINE_COLOR][1], ColorChoose[LINE_COLOR][2]);
glBegin(GL_LINES);
glVertex2f(-0.40,0.07);
glVertex2f(-0.28, -0.1);
glEnd();
//右边拳头
drawline(0.32, 0.026, 0.08);
//右边手臂
glLineWidth(3);
glColor3f(ColorChoose[LINE_COLOR][0], ColorChoose[LINE_COLOR][1], ColorChoose[LINE_COLOR][2]);
glBegin(GL_LINES);
glVertex2f(0.32, -0.06);
glVertex2f(0.23, -0.16);
glEnd();
//矩形身体
glLineWidth(3);
glColor3f(ColorChoose[LINE_COLOR][0], ColorChoose[LINE_COLOR][1], ColorChoose[LINE_COLOR][2]);
glBegin(GL_LINES);
glVertex2f(-0.28, -0.1);
glVertex2f(-0.28, -0.41);
glEnd();
glLineWidth(3);
glColor3f(ColorChoose[LINE_COLOR][0], ColorChoose[LINE_COLOR][1], ColorChoose[LINE_COLOR][2]);
glBegin(GL_LINES);
glVertex2f(0.23, -0.16);
glVertex2f(0.23, -0.41);
glEnd();
glLineWidth(3);
glColor3f(ColorChoose[LINE_COLOR][0], ColorChoose[LINE_COLOR][1], ColorChoose[LINE_COLOR][2]);
glBegin(GL_LINES);
glVertex2f(-0.28, -0.41);
glVertex2f(0.23, -0.41);
glEnd();
//腿子 下半圆
halfdown(-0.17, -0.4, 0.12);
halfdown(0.12, -0.4, 0.12);
//双脚之间
//halfup(-0.025, - 0.4,0.02);
//包
halfdown(0.0, -0.18, 0.08);
glLineWidth(3);
glColor3f(ColorChoose[LINE_COLOR][0], ColorChoose[LINE_COLOR][1], ColorChoose[LINE_COLOR][2]);
//包上那个横线
glBegin(GL_LINES);
glVertex2f(-0.09, -0.18);
glVertex2f(0.09, -0.18);
glEnd();
//肚皮
glBegin(GL_LINES);
glVertex2f(-0.15, -0.3);
glVertex2f(0.15, -0.3);
glVertex2f(-0.15, -0.3);
glVertex2f(-0.15, 0);
glVertex2f(0.15, -0.3);
glVertex2f(0.15, 0);
glEnd();
//给身体填充颜色
glBegin(GL_TRIANGLE_FAN);
glColor3f(ColorChoose[FACE_COLOR][0], ColorChoose[FACE_COLOR][1], ColorChoose[FACE_COLOR][2]);
glVertex2f(-0.28, -0.40);
glVertex2f(0.23, -0.40);
glVertex2f(0.23, -0.3);
glVertex2f(-0.28, -0.3);
glVertex2f(-0.28, -0.40);
glEnd();
glBegin(GL_TRIANGLE_FAN);
glColor3f(ColorChoose[FACE_COLOR][0], ColorChoose[FACE_COLOR][1], ColorChoose[FACE_COLOR][2]);
glVertex2f(-0.28, -0.3);
glVertex2f(-0.15, -0.3);
glVertex2f(-0.15, 0);
glVertex2f(-0.28, 0.1);
glVertex2f(-0.28, -0.3);
glEnd();
glBegin(GL_TRIANGLE_FAN);
glColor3f(ColorChoose[FACE_COLOR][0], ColorChoose[FACE_COLOR][1], ColorChoose[FACE_COLOR][2]);
glVertex2f(0.15, -0.3);
glVertex2f(0.23, -0.3);
glVertex2f(0.23,0.06);
glVertex2f(0.15, 0);
glVertex2f(0.15, -0.3);
glEnd();
glBegin(GL_TRIANGLE_FAN);
glColor3f(ColorChoose[FACE_COLOR][0], ColorChoose[FACE_COLOR][1], ColorChoose[FACE_COLOR][2]);
glVertex2f(-0.28, -0.1);
glVertex2f(-0.28, 0.1);
glVertex2f(-0.4, 0.05);
glVertex2f(-0.28, -0.1);
glEnd();
glBegin(GL_TRIANGLE_FAN);
glColor3f(ColorChoose[FACE_COLOR][0], ColorChoose[FACE_COLOR][1], ColorChoose[FACE_COLOR][2]);
glVertex2f(0.23, -0.16);
glVertex2f(0.30, -0.06);
glVertex2f(0.23, 0.06);
glVertex2f(0.23, -0.16);
glEnd();
glBegin(GL_TRIANGLE_FAN);
glColor3f(ColorChoose[FACE_COLOR][0], ColorChoose[FACE_COLOR][1], ColorChoose[FACE_COLOR][2]);
glVertex2f(-0.3, 0.08);
glVertex2f(-0.27, 0.1);
glVertex2f(-0.32, 0.16);
glVertex2f(-0.3, 0.08);
glEnd();
}
//动态变颜色
void time(int v)
{
if (r == 1.0f)
{
r = 0.0f;
g = 1.0f;
}
else if (g == 1.0f)
{
g = 0.0f;
b = 1.0f;
}
else
{
b = 0.0f;
r = 1.0f;
}
if (fg % 2 == 0)
{
fg = 1;
x = 390;
y = 390;
}
else
{
fg = 0;
x = 410;
y = 410;
}
glutPostRedisplay();
glutTimerFunc(100, time, 1);
}
//旋转角度控制
void spinDisplay(int value)
{
spin = spin + 6;
if (spin > 360.0)
{
spin = spin - 360.0;
}
glutPostRedisplay();
glutTimerFunc(10, spinDisplay, 2);
}
//风车绘制
void windcar()
{
//风车棒子
glLineWidth(3);
glColor3f(ColorChoose[LINE_COLOR][0], ColorChoose[LINE_COLOR][1], ColorChoose[LINE_COLOR][2]);
glBegin(GL_LINES);
glVertex2f(-0.4, 0.2);
glVertex2f(-0.6, 0.5);
glEnd();
glPushMatrix();
//把中心给移动了,这我居然还被难住了...
glTranslatef(-0.6, 0.5f, 0.0f);
glRotatef(spin,0.0, 0.0, 1.0);
//glRotatef(spin, 0.0, 1.0, 0.0);
glLineWidth(5.0f);
glBegin(GL_LINES);
glColor3f(1.0, 0.0, 0.0);
//glRectf(-0.7, -0.3, 0.7, 0.3);
glVertex3f(-0.1, -0.1, 0.0);
glVertex3f(0.1, 0.1, 0.0);
glColor3f(0.0, 1.0, 0.0);
glVertex3f(0, -0.12, 0.0);
glVertex3f(0, 0.12, 0.0);
glColor3f(0.0, 0.0, 1.0);
glVertex3f(0.1, -0.1, 0.0);
glVertex3f(-0.1, 0.1, 0.0);
glEnd();
glPopMatrix();
}
void ini()
{
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glMatrixMode(GL_PROJECTION);
glShadeModel(GL_FLAT);
gluOrtho2D(0.0, 200.0, 0.0, 200.0);
}
void display()
{
glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT); //用当前背景色填充窗口
//画脸 圆形 x,y,r
face(0.0, 0.4, 0.4);
//脸白色部分
face1(0.0, 0.26, 0.3);
//给脸描线
drawline(0.0, 0.4, 0.4);
//脸白部分描线
drawline(0.0, 0.26, 0.3);
//左眼
eyes(-0.10, 0.63, 0.08);
//右眼
eyes(0.10, 0.63, 0.08);
//左眼珠子
eyeskernel(-0.06, 0.63, 0.03);
//右眼珠子
eyeskernel(0.06, 0.63, 0.03);
//左右眼描线
drawline(-0.10, 0.63, 0.08);
drawline(0.10, 0.63, 0.08);
//鼻子
nose(0.0, 0.53, 0.06);
//鼻子描线
drawline(0.0, 0.53, 0.06);
//嘴巴
nosebeard();
mouthhalf(0.0, 0.26, 0.2);
//嘴巴描线 half!!!
drawlinehalfmouth(0.0, 0.26, 0.2);
//铃铛
decorate(0.0, -0.1, 0.05);
//铃铛描线
drawline(0.0, -0.1, 0.05);
//身子
body();
//风车
windcar();
glFlush();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE| GLUT_DEPTH);
glutInitWindowPosition(100, 100);
glutInitWindowSize(400, 400);
glutCreateWindow("哆啦A梦");
glutDisplayFunc(display);
//glutReshapeFunc(reshape);
//铃铛变颜色
glutTimerFunc(100, time, 1);
//风车旋转
glutTimerFunc(10, spinDisplay, 2);
glutMainLoop();
return 0;
}
是一个有动画的但是我不会截取动图,下面有个静态的,填充不规则图元使用三角填充真的是很费时间啊。但是学到了一招下次可以把要搞的东西放在cs6里面应该就可以很好地找出坐标了