OpenGL 画彩色立方体

#include <windows.h>  
#include <gl/glut.h>  
#include <math.h>  
#define GL_PI 3.1415f  
  
  
static GLfloat xRot = 0.0f;  
static GLfloat yRot = 0.0f;  
  
  
void RenderScene(void)  
{  
   float fz,bz;  
   glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);//用当前的清除颜色缓冲区和深度和缓冲区  
   fz = 50.0f;  
   bz = -50.0f;  
   glPushMatrix();    
       glTranslatef(0.0f,0.0f,-400.0f); //让视图向z轴负方向移动400  
       glRotatef(xRot,1.0f,0.0f,0.0f);  
       glRotatef(yRot,0.0f,1.0f,0.0f);  
  //绘制立方体  
   glBegin(GL_QUADS);   
   //正面,红色  
   glColor3f(1.0f,0.0f,0.0f);  
   glVertex3f(-50.0f,50.0f,fz);  
   glVertex3f(-50.0,-50.0,fz);  
   glVertex3f(50.0f,-50.0f,fz);  
   glVertex3f(50.0,50.0f,fz);  
   //左面,蓝色  
   glColor3f(0.0f,0.0f,1.0f);  
   glVertex3f(-50.0f,50.0f,bz);  
   glVertex3f(-50.0,-50.0,bz);  
   glVertex3f(-50.0f,-50.0f,fz);  
   glVertex3f(-50.0,50.0f,fz);  
   //右面,绿色  
   glColor3f(0.0f,1.0f,0.0f);  
   glVertex3f(50.0f,50.0f,fz);  
   glVertex3f(50.0,-50.0,fz);  
   glVertex3f(50.0f,-50.0f,bz);  
   glVertex3f(50.0,50.0f,bz);  
   //反面 ,灰色  
   glColor3f(0.5f,0.5f,0.5f);  
   glVertex3f(50.0f,50.0f,bz);  
   glVertex3f(50.0,-50.0,bz);  
   glVertex3f(-50.0f,-50.0f,bz);  
   glVertex3f(-50.0,50.0f,bz);  
   //顶面,黄色  
   glColor3f(1.0f,1.0f,0.0f);  
   glVertex3f(-50.0f,50.0f,bz);  
   glVertex3f(-50.0f,50.0f,fz);  
   glVertex3f(50.0f,50.0f,fz);  
   glVertex3f(50.0,50.0f,bz);  
   //底面 ,暗蓝色  
   glColor3f(0.0f,0.5f,0.5f);  
   glVertex3f(-50.0f,-50.0f,fz);  
   glVertex3f(-50.0f,-50.0f,bz);  
   glVertex3f(50.0f,-50.f,bz);  
   glVertex3f(50.0f,-50.0f,fz);  
   glEnd();  
   glPopMatrix();  
   glutSwapBuffers();  //交换缓冲区  
      
}  
  
void ChangeSize(GLsizei w,GLsizei h)  
{  
    GLfloat fAspect;  
    if(h==0) h=1;   
    glViewport(0,0,w,h);   
    fAspect = (GLfloat)w/(GLfloat)h;     
    glMatrixMode(GL_PROJECTION);  
    glLoadIdentity();  
    gluPerspective(60.0f,fAspect,1.0,4000.0);  
    glMatrixMode(GL_MODELVIEW);  
    glLoadIdentity();  
}  
  
  
void SetupRC(void)   
{    
    glEnable(GL_DEPTH_TEST);      //启动深度测试  
    glEnable(GL_COLOR_MATERIAL);  //使用不同颜色来贴物体表面  
    glClearColor(0.0f,0.0f,0.0f,1.0f);  
}  
  
  
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;
    xRot = (GLfloat)((const int)xRot %360);  
    yRot = (GLfloat)((const int)yRot %360);  
    glutPostRedisplay();  
}  
int main(int argc, char* argv[])  
{  
    glutInit(&argc,argv);    
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB|GLUT_DEPTH); //创建窗口时使用哪种类型的显示模式  
    glutInitWindowSize(800,600);  
    glutCreateWindow("Orthographic Projection");      
    glutDisplayFunc(RenderScene);                                
    glutReshapeFunc(ChangeSize);  
    glutSpecialFunc(SpecialKeys);  
    SetupRC();                     
    glutMainLoop();   
    return 0;  
}  

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下面是一份使用OpenGL绘制立方体并旋转的代码示例: ```c #include <GL/glut.h> GLfloat angle = 0.0f; // 旋转角度 void display() { // 清空颜色和深度缓冲区 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); // 重置当前的模型视图矩阵 glTranslatef(0.0f, 0.0f, -6.0f); // 将物体移动到视图中心 glRotatef(angle, 1.0f, 1.0f, 1.0f); // 绕x、y、z轴旋转 glBegin(GL_QUADS); // 绘制立方体六个面 // 前面 glColor3f(1.0f, 0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glVertex3f(1.0f, -1.0f, 1.0f); glVertex3f(1.0f, 1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // 后面 glColor3f(0.0f, 1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glVertex3f(1.0f, 1.0f, -1.0f); glVertex3f(1.0f, -1.0f, -1.0f); // 左面 glColor3f(0.0f, 0.0f, 1.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // 右面 glColor3f(1.0f, 1.0f, 0.0f); glVertex3f(1.0f, -1.0f, -1.0f); glVertex3f(1.0f, 1.0f, -1.0f); glVertex3f(1.0f, 1.0f, 1.0f); glVertex3f(1.0f, -1.0f, 1.0f); // 上面 glColor3f(1.0f, 0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glVertex3f(1.0f, 1.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // 下面 glColor3f(0.0f, 1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); glVertex3f(1.0f, -1.0f, -1.0f); glVertex3f(1.0f, -1.0f, 1.0f); glEnd(); // 使旋转动更流畅 angle += 0.2f; glutSwapBuffers(); // 双缓冲交换 } void reshape(int w, int h) { glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); // 切换到投影矩阵 glLoadIdentity(); // 重置当前的投影矩阵 gluPerspective(60.0f, (GLfloat)w / (GLfloat)h, 0.1f, 100.0f); // 设置透视投影 glMatrixMode(GL_MODELVIEW); // 切换到模型视图矩阵 glLoadIdentity(); // 重置当前的模型视图矩阵 } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH); glutInitWindowSize(800, 600); glutCreateWindow("OpenGL Cube"); glutDisplayFunc(display); // 注册显示回调函数 glutReshapeFunc(reshape); // 注册窗口大小改变回调函数 glEnable(GL_DEPTH_TEST); // 启用深度测试 glutMainLoop(); return 0; } ``` 运行代码后,可以看到一个旋转的彩色立方体。可以通过修改 `glRotatef` 函数中的参数来改变旋转方向和速度。
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