【计算机图形学】OpenGL电子时钟制作

OpenGL绘制一个简易的电子时钟:

效果图:

源码(仅供参考):
#include "framework.h"
#include "clock.h"
#include <windows.h>
#include <glut.h>
#include <math.h>
#define PI 3.1415926  //设置圆周率
int R = 11;  //外接圆半径

SYSTEMTIME timeNow;
float hh, mm, ss, angle;
float xc, yc, xs, ys, xm, ym, xh, yh;
int h, s, m;
void init();

float theta = 0.0; //旋转初始角度值
void Keyboard(unsigned char key, int x, int y);
void Display(void);
void Display_2(void);
void Reshape(int w, int h);
//void myidle();
void mytime(int t);

int APIENTRY _tWinMain(HINSTANCE hInstance,
	HINSTANCE hPrevInstance,
	LPTSTR    lpCmdLine,
	int       nCmdShow)
{
	UNREFERENCED_PARAMETER(hPrevInstance);
	UNREFERENCED_PARAMETER(lpCmdLine);

	char *argv[] = { "My_Clock", " " };
	int argc = 2; // must/should match the number of strings in argv

	glutInit(&argc, argv);  //初始化GLUT库;
	glutInitWindowSize(700, 700);  //设置显示窗口大小
	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);  //设置显示模式;(注意双缓冲)
	glutCreateWindow("Clock_2"); // 创建显示窗口

	init();
	glutDisplayFunc(Display);  //注册显示回调函数
	glutReshapeFunc(Reshape);  //注册窗口改变回调函数
							   // glutIdleFunc(myidle);    //注册闲置回调函数
	glutTimerFunc(0, mytime, 10); //1000毫秒后调用时间函数 mytime
	glutMainLoop();  //进入事件处理循环

	return 0;
}

void init()//获取系统时间
{
	GetLocalTime(&timeNow);//获取系统时间
	hh = timeNow.wHour;//获取小时时间
	mm = timeNow.wMinute;//获取分钟时间
	ss = timeNow.wSecond;//获取秒时间
}

void Display(void)
{
	glClear(GL_COLOR_BUFFER_BIT);//清屏
	//绘制表盘
	glMatrixMode(GL_MODELVIEW);//模型视图矩阵
	glLoadIdentity();//用一个4×4的单位矩阵来替换当前矩阵,对当前矩阵进行初始化
	glPointSize(3);//循环绘制多个三角形,数值需要不断更改、模拟,以达到拉长扁平效果
	glBegin(GL_TRIANGLES);
	for (int i = 0; i < 21; i++) {
		angle = 2 * PI * i / 21;
		glVertex2f(4 * cos(angle), 4 * sin(angle));
	}
	glEnd();

	glLineWidth(3);
	glColor3f(1, 0, 0);
	glBegin(GL_LINE_LOOP);
	for (int i = 0; i < 100; i++)
	{
		glVertex2f(1 * cos(2 * PI / 100 * i), 1 * sin(2 * PI / 100 * i));
	}
	glEnd();

	//时间刻度
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glPointSize(3);
	glColor3f(1, 0, 1);
	glBegin(GL_POINTS);
	for (int i = 0; i < 60; i++) {
		angle = 2 * PI * i / 60;
		glVertex2f(11 * cos(angle), 11 * sin(angle));
	}
	glEnd();

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glPointSize(8);
	glColor3f(1, 0, 1);
	glBegin(GL_POINTS);
	for (int i = 0; i < 12; i++) {
		angle = 2 * PI * i / 12;
		glVertex2f(11 * cos(angle), 11 * sin(angle));
	}
	glEnd();
	glColor3f(0, 1, 0);
	glRasterPos2f(-0.5, 9.8);//定位当前光标,起始字符位置
	
	glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, '1');
	glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, '2');
	glRasterPos2f(4.9, 8.6);//定位当前光标,起始字符位置
	glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, 'l');
	glRasterPos2f(8.8, 4.9);
	glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, '2');
	glRasterPos2f(10, -0.3);
	glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, '3');
	glRasterPos2f(8.8, -5.4);
	glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, '4');
	glRasterPos2f(4.8, -9.2);
	glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, '5');
	glRasterPos2f(-0.3, -10.3);
	glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, '6');
	glRasterPos2f(-5.2, -9.1);
	glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, '7');
	glRasterPos2f(-9.2, -5.4);
	glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, '8');
	glRasterPos2f(-10.4, -0.4);
	glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, '9');
	glRasterPos2f(-9.2, 4.8);
	glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, '1');
	glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, '0');
	glRasterPos2f(-5.3, 8.6);
	glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, '1');
	glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, '1');

	//xc,yc为时针中心点坐标
	//xs,ys, 为秒针终止点坐标
	xs = xc + R * cos(PI / 2.0 - ss / 60 * 2 * PI);
	ys = yc + R * sin(PI / 2.0 - ss / 60 * 2 * PI);
	xm = xc + (R - 2.7) * cos(PI / 2.0 - (mm + ss / 60.0) / 60.0 * 2.0 * PI);
	ym = yc + (R - 2.7) * sin(PI / 2.0 - (mm + ss / 60.0) / 60.0 * 2.0 * PI);
	xh = xc + (R - 5.7) * cos(PI / 2.0 - (hh + (mm + ss / 60.0) / 60.0) / 12.0 * 2.0 * PI);
	yh = yc + (R - 5.7) * sin(PI / 2.0 - (hh + (mm + ss / 60.0) / 60.0) / 12.0 * 2.0 * PI);

	//时针
	glColor3f(1, 0, 0);
	glLineWidth(5);
	glBegin(GL_LINES);
	glVertex2f(xc, yc);
	glVertex2f(xs, ys);
	glEnd();

	glColor3f(1, 1, 0);
	glBegin(GL_LINES);
	glVertex2f(xc, yc);
	glVertex2f(xm, ym);
	glEnd();

	glColor3f(0, 1, 1);
	glBegin(GL_LINES);
	glVertex2f(xc, yc);
	glVertex2f(xh, yh);
	glEnd();
	//电子时钟
	//时钟外框
	glBegin(GL_LINES);
	glVertex2f(-3, -7);
	glVertex2f(3, -7);
	glEnd();
	glBegin(GL_LINES);
	glVertex2f(-3, -7);
	glVertex2f(-3, -4.2);
	glEnd();
	glBegin(GL_LINES);
	glVertex2f(-3, -4.2);
	glVertex2f(3, -4.2);
	glEnd();
	glBegin(GL_LINES);
	glVertex2f(3, -4.2);
	glVertex2f(3, -7);
	glEnd();
	//时间显示
	glRasterPos2f(-1.8, -6);
	if (hh <= 9) {
		h = (int)hh;
		glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, h + '0');
	}
	else {
		h = (int)hh;
		int k, q;
		k = h % 10;
		q = int(h / 10);
		glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, q + '0');
		glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, k + '0');
	}
	glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, ':');
	if (mm <= 9) {
		m = (int)mm;
		glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, m + '0');
	}
	else {
		m = (int)mm;
		int k, q;
		k = m % 10;
		q = int(m / 10);
		glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, q + '0');
		glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, k + '0');
	}
	glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, ':');
	if (ss <= 9) {
		s = (int)ss;
		glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, s + '0');
	}
	else {
		s = (int)ss;
		int k, q;
		k = s % 10;
		q = int(s / 10);
		glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, q + '0');
		glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, k + '0');
	}
	glutSwapBuffers();   //双缓冲的刷新模式
}

void mytime(int t)
{
	theta += 0.1;
	if (theta >= 2 * PI) theta -= 2 * PI;

	GetLocalTime(&timeNow);    //获取系统时间
	hh = timeNow.wHour;    //获取小时时间
	mm = timeNow.wMinute;   //获取分钟时间
	ss = timeNow.wSecond;      //获取秒时间

	glutPostRedisplay();  //重画,相当于重新调用Display(),改编后的变量得以传给绘制函数
	glutTimerFunc(100, mytime, 10); //1000毫秒后调用时间函数 mytime
}

void Reshape(GLsizei w, GLsizei h)
{
	glMatrixMode(GL_PROJECTION);  //投影矩阵模式
	glLoadIdentity();  //矩阵堆栈清空
	gluOrtho2D(-1.5*R*w / h, 1.5*R*w / h, -1.5*R, 1.5*R);  //设置裁剪窗口大小
	glViewport(0, 0, w, h); //设置视区大小
	glMatrixMode(GL_MODELVIEW);  //模型矩阵模式 
	glLoadIdentity();  //矩阵堆栈清空
}
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