OpenGL 房子

元旦上的图形学的外教

Opengl编程

前几个实验挺简单的  实现一些基本的点 线 面 多年变形的绘制   颜色的变化  位置的改变 等

最后一个实验 绝对的坑  到现在也没懂那是什么

大作业为house  要有房子,树,太阳等

效果如下

  



//#include<GL/glut.h>    //头文件  到时候需要改一下  此头文件在codeblocks环境下运行


#include<GL/glew.h>        //此头文件在vs环境下运行
#include<GL/freeglut.h>
#include<GL/gl.h>


#include<iostream>
using std::cout;
#define _USE_MATH_DEFINES // for C++
#include <math.h>
GLfloat w = 700;
GLfloat h = 700;
double rotate_x = 0.0;
double rotate_y = 0.0;
# define  white  1.0 ,  1.0  ,  1.0   // 对颜色的宏定义
# define  green  0.0 ,  0.502,  0.0
# define  red    1.0 ,  0.0  ,  0.0
# define  gray   0.502, 0.502,0.502
# define  hgray  0.117, 0.180,0.227
# define  blue   0.0  , 0.0  ,  1.0
# define  pi  3.14159265
# define  gold   1.0,215.0/255.0,0.0
# define  hgreen 0.0,100.0/255.0,0.0
# define  brown  210.0/255.0, 105.0/255.0,  30.0/255.0
# define  men   244.0/255.0 ,164.0/255.0 , 96.0/255.0
# define  menba   139.0/255.0 ,69.0/255.0,19.0/255.0
double fang[8][3];             // 定义长方体的8个顶点
                               // 定义constract函数  当给定长方体的最里面的点时,
                               // 计算其余的7个顶点 并赋值给fang
double san[8][3];              // 定义地面为梯形的长方体
void drawSphere(double r, int lats, int longs,double x,double y,double z) {
	int i, j;
	for(i = 0; i <= lats; i++) {
		double lat0 = pi * (-0.5 + (double) (i - 1) / lats);   // M_PI
		double z0  = sin(lat0);
		double zr0 =  cos(lat0);

		double lat1 = pi * (-0.5 + (double) i / lats);
		double z1 = sin(lat1);
		double zr1 = cos(lat1);

		glBegin(GL_QUAD_STRIP);
		glScaled(100,100,100);
		for(j = 0; j <= longs; j++) {
			double lng = 2 * pi * (double) (j - 1) / longs;
			double x = cos(lng);
			double y = sin(lng);
			glNormal3f(x * zr0, y * zr0, z0);
			glVertex3f(zr0, zr0, z0);
			glNormal3f(x * zr1, y * zr1, z1);
			glVertex3f(zr1, zr1, z1);
		}
		glEnd();
	}
}
void cons(double x,double y,double z,double x1,double y1,double z1){
    san[0][0] = x;
    san[0][1] = y;
    san[0][2] = z;     //  第0个点

    san[1][0] = x;
    san[1][1] = y;
    san[1][2] = z+z1;   //  第1个点

    san[4][0] = x;
    san[4][1] = y+y1;
    san[4][2] = z;     //  第4个点

    san[5][0] = x;
    san[5][1] = y+y1;
    san[5][2] = z+z1/2;      //  第5个点
    for(int i=0;i<3;i++){
        if(i==0){
        san[3][i]=san[0][i]+x1;
        san[2][i]=san[1][i]+x1;
        san[6][i]=san[4][i]+x1;
        san[7][i]=san[5][i]+x1;
        }else{
            san[3][i]=san[0][i];
            san[2][i]=san[1][i];
            san[6][i]=san[4][i];
            san[7][i]=san[5][i];
        }
    }
}
void constract(double x,double y,double z,double x1,double y1,double z1){
    fang[0][0] = x;
    fang[0][1] = y;
    fang[0][2] = z;        //  第0个点

    fang[1][0] = x;
    fang[1][1] = y;
    fang[1][2] = z+z1;     //  第一个点

    fang[2][0] = x+x1;
    fang[2][1] = y;
    fang[2][2] = z+z1;     //  第二个点

    fang[3][0] = x+x1;
    fang[3][1] = y;
    fang[3][2] = z;        //  第三个点
    for(int i=0;i<4;i++){  // for()循环来完成其余的四个点
        for(int j=0;j<3;j++){
            if(j==1)
                fang[i+4][j]=fang[i][j]+y1;
            else
                fang[i+4][j]=fang[i][j];
        }
    }
}
void build2(){
    glBegin(GL_POLYGON);
    //glColor3f(red);
    glNormal3f(0.0,-1.0,0.0);
    glVertex3f(san[0][0],san[0][1],san[0][2]);
    glVertex3f(san[1][0],san[1][1],san[1][2]);
    glVertex3f(san[2][0],san[2][1],san[2][2]);
    glVertex3f(san[3][0],san[3][1],san[3][2]);
    glEnd();   //     下底

    glBegin(GL_POLYGON);
    //glColor3f(green);
     glNormal3f(-1.0,0.0,0.0);
    glVertex3f(san[1][0],san[1][1],san[1][2]);
    glVertex3f(san[0][0],san[0][1],san[0][2]);
    glVertex3f(san[4][0],san[4][1],san[4][2]);
    glVertex3f(san[5][0],san[5][1],san[5][2]);
    glEnd();   //     左面

    glBegin(GL_POLYGON);
    //glColor3f(green);
    glNormal3f(1.0,0.0,0.0);
    glVertex3f(san[7][0],san[7][1],san[7][2]);
    glVertex3f(san[6][0],san[6][1],san[6][2]);
    glVertex3f(san[3][0],san[3][1],san[3][2]);
    glVertex3f(san[2][0],san[2][1],san[2][2]);
    glEnd();   //     右面

    glBegin(GL_POLYGON);
    //glColor3f(green);
    glNormal3f(0.0,0.0,1.0);
    glVertex3f(san[5][0],san[5][1],san[5][2]);
    glVertex3f(san[6][0],san[6][1],san[6][2]);
    glVertex3f(san[2][0],san[2][1],san[2][2]);
    glVertex3f(san[1][0],san[1][1],san[1][2]);
    glEnd();   //     前面

    glBegin(GL_POLYGON);
    //glColor3f(green);
    glNormal3f(0.0,0.0,-1.0);
    glVertex3f(san[0][0],san[0][1],san[0][2]);
    glVertex3f(san[3][0],san[3][1],san[3][2]);
    glVertex3f(san[7][0],san[7][1],san[7][2]);
    glVertex3f(san[4][0],san[4][1],san[4][2]);
    glEnd();   //     后面

    glBegin(GL_POLYGON);
    //glColor3f(red);
    glNormal3f(0.0,1.0,0.0);
    glVertex3f(san[4][0],san[4][1],san[4][2]);
    glVertex3f(san[7][0],san[7][1],san[7][2]);
    glVertex3f(san[6][0],san[6][1],san[6][2]);
    glVertex3f(san[5][0],san[5][1],san[5][2]);
    glEnd();   //     上面
}
void build(){
    glBegin(GL_POLYGON);
    //glColor3f(red);
    glNormal3f(0.0,-1.0,0.0);
    glVertex3f(fang[0][0],fang[0][1],fang[0][2]);
    glVertex3f(fang[1][0],fang[1][1],fang[1][2]);
    glVertex3f(fang[2][0],fang[2][1],fang[2][2]);
    glVertex3f(fang[3][0],fang[3][1],fang[3][2]);
    glEnd();   //     下底

    glBegin(GL_POLYGON);
    //glColor3f(green);
    glNormal3f(-1.0,0.0,0.0);
    glVertex3f(fang[1][0],fang[1][1],fang[1][2]);
    glVertex3f(fang[0][0],fang[0][1],fang[0][2]);
    glVertex3f(fang[4][0],fang[4][1],fang[4][2]);
    glVertex3f(fang[5][0],fang[5][1],fang[5][2]);
    glEnd();   //     左面

    glBegin(GL_POLYGON);
    //glColor3f(green);
    glNormal3f(1.0,0.0,0.0);
    glVertex3f(fang[7][0],fang[7][1],fang[7][2]);
    glVertex3f(fang[6][0],fang[6][1],fang[6][2]);
    glVertex3f(fang[2][0],fang[2][1],fang[2][2]);
    glVertex3f(fang[3][0],fang[3][1],fang[3][2]);
    glEnd();   //     右面

    glBegin(GL_POLYGON);
    //glColor3f(green);
    glNormal3f(0.0,0.0,1.0);
    glVertex3f(fang[5][0],fang[5][1],fang[5][2]);
    glVertex3f(fang[6][0],fang[6][1],fang[6][2]);
    glVertex3f(fang[2][0],fang[2][1],fang[2][2]);
    glVertex3f(fang[1][0],fang[1][1],fang[1][2]);
    glEnd();   //     前面

    glBegin(GL_POLYGON);
    //glColor3f(green);
    glNormal3f(0.0,0.0,-1.0);
    glVertex3f(fang[0][0],fang[0][1],fang[0][2]);
    glVertex3f(fang[3][0],fang[3][1],fang[3][2]);
    glVertex3f(fang[7][0],fang[7][1],fang[7][2]);
    glVertex3f(fang[4][0],fang[4][1],fang[4][2]);
    glEnd();   //     后面

    glBegin(GL_POLYGON);
    //glColor3f(red);
    glNormal3f(0.0,1.0,0.0);
    glVertex3f(fang[4][0],fang[4][1],fang[4][2]);
    glVertex3f(fang[7][0],fang[7][1],fang[7][2]);
    glVertex3f(fang[6][0],fang[6][1],fang[6][2]);
    glVertex3f(fang[5][0],fang[5][1],fang[5][2]);
    glEnd();   //     上面
}
void display(void)
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();          //增加M矩阵
	glRotatef(rotate_x,1.0,0.0,0.0);
	glRotatef(rotate_y,0.0,1.0,0.0);

    glTranslatef(-270,0,-270);
    glScalef(1.5,1.5,1.5);

	//****************************增加地面底板(颜色为 绿色)********
	glBegin(GL_POLYGON);
    constract(0,0,0,500,10,500);
    glColor3f(green);
    build();
	//****************************增加小路(颜色  深灰色)***************************
    glBegin(GL_POLYGON);
    constract(0,0,500,500,10,100);
    glColor3f(gray);
    build();
    //****************************增加车库底板(颜色  深灰色)****************
    glBegin(GL_POLYGON);
    constract(330,20,250,140,1,250);
    glColor3f(gray);
    build();
    //****************************增加斑马线(颜色为 白色)********
    for(int i=0;i<5;i++){
        glBegin(GL_POLYGON);
        constract(i*100,10,500+45,40,1,10);
        glColor3f(white);
        build();
    }
    //****************************增加栅栏基座(颜色为 白色)********
    glBegin(GL_POLYGON);
    constract(10,10,10,20,20,480);
    glColor3f(white);
    build();       //    对应于A点
    constract(30,10,10,440,20,20);
    glColor3f(white);
    build();       //    对应于B点
    constract(470,10,10,20,20,480);
    glColor3f(white);
    build();       //    对应于C点
    constract(30,10,470,100,20,20);
    glColor3f(white);
    build();       //    对应于D点
    constract(230,10,470,100,20,20);
    glColor3f(white);
    build();       //    对应于F点
    //****************************增加栅栏柱子(颜色为 白色)********
    glBegin(GL_POLYGON);
    constract(10,10,10,20,50,20);
    glColor3f(white);
    build();       //    对应于A点
    glBegin(GL_POLYGON);
    constract(470,10,10,20,50,20);
    glColor3f(white);
    build();       //    对应于C点
    glBegin(GL_POLYGON);
    constract(230,10,470,20,50,20);
    glColor3f(white);
    build();       //    对应于F点
    glBegin(GL_POLYGON);
    constract(10,10,470,20,50,20);
    glColor3f(white);
    build();       //    对应于E点
    glBegin(GL_POLYGON);
    constract(470,10,470,20,50,20);
    glColor3f(white);
    build();       //    对应于G点
    glBegin(GL_POLYGON);
    constract(310,10,470,20,50,20);
    glColor3f(white);
    build();       //    对应于H点
    glBegin(GL_POLYGON);
    constract(110,10,470,20,50,20);
    glColor3f(white);
    build();       //    对应于I点
    //****************************增加栅栏(颜色为 深灰色)********
    glColor3f(hgray);
    for(int i=35;i<470;i+=25)
    {
        constract(15,20,i,6,30,6);
        build();         //左边竖条
    }
    for(int i=35;i<470;i+=25)
    {
        constract(475,20,i,6,30,6);
        build();          // 右边竖条
    }
    for(int i=35;i<470;i+=25)
    {
        constract(i,20,15,6,30,6);
        build();          // 上边横条
    }
    for(int i=35;i<110;i+=25)
    {
        constract(i,20,485,6,30,6);
        build();          // 下边横条1
    }
    for(int i=250;i<310;i+=25)
    {
        constract(i,20,485,6,30,6);
        build();          // 下边横条2
    }
    //****************************增加车库墙(颜色为 白色)********
    glColor3f(white);
    constract(320,10,250,10,100,220);
    build();
    constract(460,10,250,10,100,220);
    build();
    //****************************增加车库顶棚(颜色为 深灰色)********
    glColor3f(hgray);
    constract(320,110,250,150,10,220);
    build();
    //****************************增加卧室和客厅的墙壁(颜色为 白色)********
    glColor3f(white);
    constract(50,10,50,12,150,200);
    build();     //左墙壁
    glColor3f(white);
    constract(438,10,50,12,150,200);
    build();     //右墙壁
    glColor3f(white);
    constract(62,10,50,376,150,12);
    build();     //上墙壁
    glColor3f(white);
    constract(62,10,235,376,50,12);
    build();     //下墙壁1
    glColor3f(white);
    constract(62,60,235,50,50,12);
    build();     //下墙壁2
    glColor3f(white);
    constract(162,60,235,276,50,12);
    build();     //下墙壁3
    glColor3f(white);
    constract(62,110,235,376,50,12);
    build();     //下墙壁4
    //****************************增加卧室和客厅的玻璃(颜色为 白色)********
    glColor4f(blue,0.35);
    constract(62+50,60,235,50,50,12);
    build();
    //****************************增加车库玻璃(颜色为 深灰色)********
    glColor4f(blue,0.35);
    constract(330,22,450,130,90,10);
    build();
    //****************************增加房顶 (颜色 红色)************
    glColor3f(red);
    cons(50,160,140,400,27,110);
    build2();
    cons(50,187,140,400,27,90);
    build2();
    cons(50,214,140,400,27,70);
    build2();
    cons(50,241,140,400,15,50);
    build2();
    glColor3f(red);
    cons(50,160,140,400,27,-110);
    build2();
    cons(50,187,140,400,27,-90);
    build2();
    cons(50,214,140,400,27,-70);
    build2();
    cons(50,241,140,400,15,-50);
    build2();
     //************************************* 门*************
    glColor3f(men);
    constract(230,10,250,50,100,5);
    build();              //门面
    glColor3f(menba);
    constract(235,60,255,5,5,5);
    build();              //门把手
    //**************************************小路*************
    for(int i=0;i<6;i++)
    {
        glColor3f(brown);
        constract(235-i*15,10,250+i*40,40,2,20);
        build();
    }
    //**************************************太阳*************
    glColor3f(gold);
    glTranslatef(250,400,0);
    glutSolidSphere(35.0, 20, 20);
    glTranslatef(-250,-400,0);
    //**************************************树干*************
    glColor3f(brown);
    constract(60,10,390,15,70,15);
    build();
    //**************************************树叶*************
    glColor3f(hgreen);
    glTranslatef(60,70,400);
    glutSolidSphere(25.0, 20, 20);  //球1
    glTranslatef(20,0,0);
    glutSolidSphere(25.0, 20, 20);  //球2
    glTranslatef(-10,0,-10);
    glutSolidSphere(25.0, 20, 20);  //球3
    glTranslatef(0,0,20);
    glutSolidSphere(25.0, 20, 20);  //球4
    glTranslatef(0,10,-10);
    glutSolidSphere(25.0, 20, 20);  //球4

    glFlush();  // 刷新
    glutSwapBuffers();//还要加上swapbuffer函数
}
void init(void)
{
    GLfloat sun_direction[] = { 100.0, 100.0, 100.0, 0.0 };
	GLfloat sun_intensity[] = { 1.0, 1.0, 1.0, 1.0 };
	GLfloat ambient_intensity[] = { 0.5, 0.5, 0.5, 1.0 };

	glEnable(GL_LIGHTING);              // Set up ambient light.
	glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient_intensity);

	glEnable(GL_LIGHT0);                // Set up sunlight.
	glLightfv(GL_LIGHT0, GL_POSITION, sun_direction);
	glLightfv(GL_LIGHT0, GL_DIFFUSE, sun_intensity);

	glEnable(GL_COLOR_MATERIAL);        // Configure glColor().
	glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
	cout << "The OpenGL version is: " << glGetString(GL_VERSION) << "\n";
	cout << glGetString(GL_VENDOR) << "\n";
	glLineWidth(5);
	glClearColor( 0.0 ,0.0, 0.0, 0.0);      //定义背景颜色-->  black

	glEnable(GL_BLEND); // 打开混合
    glDisable(GL_DEPTH_TEST); // 关闭深度测试
    glBlendFunc(GL_SRC_ALPHA, GL_ONE); // 基于源象素alpha通道值的半透明混合函数

	glMatrixMode(GL_PROJECTION);     // 貌似和视角有关的定义 places the camera at (0,0,0) and faces it along(0,0,-1).
	glOrtho(-w , w , -h, h , -w, w); // specify clipping volume
}
void specialkeys(int key,int x,int y){
    if(key==GLUT_KEY_RIGHT)
        rotate_y +=5;
    else if(key==GLUT_KEY_LEFT)
        rotate_y -=5;
    else if(key==GLUT_KEY_UP)
        rotate_x +=5;
    else if(key==GLUT_KEY_DOWN)
        rotate_x -=5;
    glutPostRedisplay();
}
int main(int argc, char** argv)    //  main函数 增加鼠标和键盘事件
{
	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
	glutInitWindowSize(w, h);
	glutInitWindowPosition(100, 100);
	glutCreateWindow("A House");
	init();

	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	glEnable(GL_DEPTH_TEST);
	glutDisplayFunc(display);
	glutSpecialFunc(specialkeys);
	glutMainLoop();
	return 0;
}



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OpenGL是一种开放的图形编程接口,用于创建计算机图形应用程序。三维房子是指使用OpenGL技术来创建一个具有三维效果的房屋模型。 在使用OpenGL创建三维房子时,我们首先需要定义房子的各个元素,如墙壁、屋顶、窗户等。然后,我们可以使用OpenGL提供的绘图函数来绘制这些元素。例如,使用绘制立方体的函数来绘制墙壁,使用绘制三角形的函数来绘制屋顶。这样,我们就可以通过组合这些元素来创建一个完整的房子模型。 除了绘制房子的元素外,我们还需要定义房子的材质和纹理。例如,我们可以为墙壁定义一个黄色的材质,为屋顶定义一个红色的材质,并为窗户添加透明玻璃的纹理。这样,我们可以使用OpenGL提供的材质和纹理函数来设置房子的外观。 在绘制房子时,我们还可以利用OpenGL的光照功能来模拟不同光源对房子的照明效果。通过设置光源的位置、颜色和强度,我们可以实现阴影和高光效果,增强房子的真实感。 最后,我们可以通过控制视角来观察这个三维房子模型。使用OpenGL的投影矩阵和视口函数,我们可以定义观察者的位置和视角,从而在屏幕上正确地显示出房子的三维效果。 总之,使用OpenGL可以轻松创建一个具有真实感的三维房子模型。通过定义房子的元素、材质和纹理,利用光照功能和视角控制,我们可以实现一个令人满意的三维房子应用程序。

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