图形学笔记1
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转载自http://www.cnblogs.com/wangshide/archive/2012/04/30/2477131.html
/* * * 彩色旋转立方体 * 1. 定义六个面,同时定义每个顶点的颜色(与顶点坐标相对应) * 2. 启用 GL_SMOOTH 方式渲染 * * */ #include <stdio.h> #include<GL\\glut.h> static float xrot = 0.0; static float yrot = 0.0; static float zrot = 0.0; void cube() { glBegin(GL_QUADS); glColor3f(1.0,1.0,0.0); glVertex3f( 1.0, 1.0,-1.0); glColor3f(0.0,1.0,0.0); glVertex3f(-1.0, 1.0,-1.0); glColor3f(0.0,1.0,1.0); glVertex3f(-1.0, 1.0, 1.0); glColor3f(1.0,1.0,1.0); glVertex3f( 1.0, 1.0, 1.0); glColor3f(1.0,0.0,1.0); glVertex3f( 1.0,-1.0, 1.0); glColor3f(0.0,0.0,1.0); glVertex3f(-1.0,-1.0, 1.0); glColor3f(0.0,0.0,0.0); glVertex3f(-1.0,-1.0,-1.0); glColor3f(1.0,0.0,0.0); glVertex3f( 1.0,-1.0,-1.0); glColor3f(1.0,1.0,1.0); glVertex3f( 1.0, 1.0, 1.0); glColor3f(0.0,1.0,1.0); glVertex3f(-1.0, 1.0, 1.0); glColor3f(0.0,0.0,1.0); glVertex3f(-1.0,-1.0, 1.0); glColor3f(1.0,0.0,1.0); glVertex3f( 1.0,-1.0, 1.0); glColor3f(1.0,0.0,0.0); glVertex3f( 1.0,-1.0,-1.0); glColor3f(0.0,0.0,0.0); glVertex3f(-1.0,-1.0,-1.0); glColor3f(0.0,1.0,0.0); glVertex3f(-1.0, 1.0,-1.0); glColor3f(1.0,1.0,0.0); glVertex3f( 1.0, 1.0,-1.0); glColor3f(0.0,1.0,1.0); glVertex3f(-1.0, 1.0, 1.0); glColor3f(0.0,1.0,0.0); glVertex3f(-1.0, 1.0,-1.0); glColor3f(0.0,0.0,0.0); glVertex3f(-1.0,-1.0,-1.0); glColor3f(0.0,0.0,1.0); glVertex3f(-1.0,-1.0, 1.0); glColor3f(1.0,1.0,0.0); glVertex3f( 1.0, 1.0,-1.0); glColor3f(1.0,1.0,1.0); glVertex3f( 1.0, 1.0, 1.0); glColor3f(1.0,0.0,1.0); glVertex3f( 1.0,-1.0, 1.0); glColor3f(1.0,0.0,0.0); glVertex3f( 1.0,-1.0,-1.0); glEnd(); } void display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef(0, 0, -5); glRotatef(xrot, 1, 0, 0); glRotatef(yrot, 0, 1, 0); glRotatef(zrot, 0, 0, 1); //glPolygonMode(GL_FRONT, GL_LINE); cube(); xrot = xrot + 1; yrot = yrot + 1; zrot = zrot + 1; glutSwapBuffers(); } void reshape(int w, int h) { if(h==0) h = 1; glViewport(0, 0, (GLsizei) w, (GLsizei) h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0, (GLfloat)w/(GLfloat)h, 0.1, 100.0); glMatrixMode(GL_MODELVIEW); } void init(int width, int height ) { if(height == 0) height = 1; glClearColor(0.0, 0.0, 0.0, 0.0); glClearDepth(1.0); glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); glShadeModel(GL_SMOOTH); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0, (GLfloat)width/(GLfloat)height, 1, 100.0); glMatrixMode(GL_MODELVIEW); } void keyboard(unsigned char key, int w, int h) { if(key == \'f\') // 进入全屏 glutFullScreen(); if(key == \'F\') // 退出全屏 { glutReshapeWindow(640, 480); // 设置窗口大小(不能用初始化的函数) glutPositionWindow(400, 100); // 设置窗口位置(不能用初始化的函数) } if(key == 27) // ESC退出程序 exit(0); } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowPosition(400, 100); glutInitWindowSize(640, 480); glutCreateWindow(""); glutDisplayFunc(display); glutIdleFunc(display); glutReshapeFunc(reshape); glutKeyboardFunc(keyboard); init(640, 480); glutMainLoop(); return 0; }
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