//光照模型必须保留reshape 和开启深度
#include "stdafx.h"
#include <GL/glut.h>
#include "math.h"
GLint b;//默认初始值为0
void display(void)
{
gluLookAt(1,0.5,1,0,0,0,0,1,0);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glColor3f(1.0,0.0,0.0);
glRotatef(b,0,1,0);//自传函数 旋转10度
glutSolidSphere(3.0,40,40);//半径为3 10 条经线 10 条纬线 原来是线框的经纬线 将WIRER 改为 sOLID时候 球不圆
glTranslatef(6, 0, 0);//相对于原点中心地平移
glRotatef(b,0,1,0);
glColor3f(0.0,0.0,1.0);
glutSolidSphere(1.0,20,20);
//月亮转
glTranslatef(2.0, 0, 0);//不是相对于原点平移 是在上一个基础上再次平移 所以只需要2.0即可
glRotatef(b,0,1,0);
glColor3f(1.0,1.0,0.0);
glutSolidSphere(0.5,10,10);
glutSwapBuffers();
}
void time(int value)
{
b+=2;
//为防止b的数据溢出 对b进行一个判断
if(b>=360)
b=b-360;
glutPostRedisplay();//表示再次调用display
//回调time函数
glutTimerFunc(30,time,1);
}
void reshape(int w,int h)
{
glViewport(0,0,(GLsizei)w,(GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if(w<h)
glOrtho(-10, 10, -10,10 * (GLfloat)h / (GLfloat)w, -10, 10 );
else
glOrtho(-10 * (GLfloat)w / (GLfloat)h, 10, -10 ,10, -10,10 );
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void init ()
{
glClearColor(1.0,1.0,1.0,0.0);//设置白色背景
glColor3f(1.0,1.0,0.0);//
//漫反射 位置参数赋值
GLfloat light0_diffuse[]= { 1.0, 1.0, 1, 1.0};
//打开灯光时如需保留图形颜色,使用颜色材质:glEnable(GL_COLOR_MATERIAL);
GLfloat light0_position[] = { 1.0, 1.0, 1.0, 0.0 };
//调用漫反射 位置
glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);
glLightfv(GL_LIGHT0, GL_POSITION,light0_position);
glShadeModel(GL_SMOOTH);//光滑着色,过渡色效果
glEnable(GL_LIGHTING);//启动光照,总开关
glEnable(GL_LIGHT0);//打开0号光源
glEnable(GL_DEPTH_TEST);//打开深度缓冲区,3D时候用
glEnable(GL_COLOR_MATERIAL);
}
int main(int argc, char* argv[])
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA);//SINGLE对应glfush()改为double对应glutSwapBuffers();
glutInitWindowPosition(200,200);
glutInitWindowSize(500,500);
glutCreateWindow("001");
init();
glutTimerFunc(30,time,1);//每隔30ms调用time函数
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMainLoop();
return 0;
}
运行结果