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| #include #include <gl/gl.h> #include <gl/glu.h> #include <gl/glut.h> #pragma comment(linker, "/subsystem:\"windows\" /entry:\"mainCRTStartup\"")
const int WINDOW_WIDTH = 640; const int WINDOW_HEIGHT = 480; const int WINDOW_POS_X = 300; const int WINDOW_POS_Y = 150;
void myInit() { glEnable(GL_LIGHTING);//enable the light source glEnable(GL_LIGHT0); glShadeModel(GL_SMOOTH);//光滑着色 glEnable(GL_DEPTH_TEST);//启用深度测试,根据坐标的远近自动隐藏被遮住的图形 glEnable(GL_NORMALIZE);//根据函数glNormal的设置条件,启用法向量 glClearColor(1.0f, 1.0f, 1.0f, 0.0f); glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT); }
void wall(double thickness) { glPushMatrix(); glTranslated(0.5, 0.5 * thickness, 0.5); glScaled(1.0, thickness, 1.0); glutSolidCube(1.0); glPopMatrix(); }
void tableLeg(double thick, double len) { glPushMatrix(); glTranslated(0, len / 2, 0); glScaled(thick, len, thick); glutSolidCube(1.0); glPopMatrix(); }
void jackPart() { glPushMatrix(); glScaled(0.2, 0.2, 1.0); glutSolidSphere(1, 15, 15); glPopMatrix();
glPushMatrix(); glTranslated(0, 0, 1.2);//ball on one end glutSolidSphere(0.2, 15, 15); glTranslated(0, 0, -2.4); glutSolidSphere(0.2, 15, 15);//ball on the other end glPopMatrix(); }
void jack() { glPushMatrix(); jackPart(); glRotated(90.0, 0, 1, 0); jackPart(); glRotated(90.0, 1.0, 0, 0); jackPart(); glPopMatrix(); }
void table(double topWid, double topThick, double legThick, double legLen) { glPushMatrix(); glTranslated(0, legLen, 0); glScaled(topWid, topThick, topWid); glutSolidCube(1.0);//桌面 glPopMatrix();
double dist = 0.95 * topWid / 2.0 - legThick / 2.0; glPushMatrix(); glTranslated(dist, 0, dist); tableLeg(legThick, legLen); glTranslated(0, 0, -2 * dist); tableLeg(legThick, legLen); glTranslated(-2 * dist, 0, 2 * dist); tableLeg(legThick, legLen); glTranslated(0, 0, -2 * dist); tableLeg(legThick, legLen); glPopMatrix(); }
void displaySolid() { GLfloat mat_ambient[] = {0.7, 0.7, 0.7, 1.0}; GLfloat mat_diffuse[] = {0.6, 0.6, 0.6, 1.0}; GLfloat mat_specular[] = {1.0, 1.0, 1.0, 1.0};//反射 GLfloat mat_shininess[] = {50.0};//光
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);//环境光材质 glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);//漫反射 glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);//镜面反射 glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);//光亮
GLfloat lightIntensity[] = {0.7, 0.7, 0.7, 1.0}; GLfloat lightPosition[] = {2.0, 6.0, 3.0, 0.0}; glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);//设置光源0的位置 glLightfv(GL_LIGHT0, GL_DIFFUSE, lightIntensity);//光源漫反射强度的RGBA值
glMatrixMode(GL_PROJECTION); glLoadIdentity(); double winHt = 1.0; // half - height of th window glOrtho(-winHt * 64 / 48.0, winHt * 64 / 48.0, -winHt, winHt, 0.1, 100.0);
glMatrixMode(GL_MODELVIEW);//设置照相机 glLoadIdentity(); gluLookAt(2.3, 1.3, 2, 0, 0.25, 0, 0.0, 1.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix(); glTranslated(0.4, 0.4, 0.6); glRotated(45, 0, 0, 1); glScaled(0.08, 0.08, 0.08); jack();//draw the jack glPopMatrix();
glPushMatrix(); glTranslated(0.6, 0.38, 0.5); glRotated(30, 0, 1, 0); glutSolidTeapot(0.08);//draw the teapot glPopMatrix();
glPushMatrix(); glTranslated(0.25, 0.42, 0.35); glutSolidSphere(0.1, 15, 15);//draw the sphere glPopMatrix();
glPushMatrix(); glTranslated(0.4, 0, 0.4); table(0.6, 0.02, 0.02, 0.3);//draw the table glPopMatrix();
wall(0.02); //wall #1: in xz-plane glPushMatrix(); glRotated(90.0, 0.0, 0.0, 1.0); wall(0.02);//wall #2: in xy-plane glRotated(90.0, 1.0, 0.0, 0.0); wall(0.02); glPopMatrix();//wall #3: in yz-plane
glFlush(); }
int main(int argc, char** argv) { glutInit(argc, argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(WINDOW_WIDTH, WINDOW_HEIGHT); glutInitWindowPosition(WINDOW_POS_X, WINDOW_POS_Y); glutCreateWindow("Shaded example-3D scene"); glutDisplayFunc(displaySolid); myInit(); glutMainLoop();//进入消息循环
return 0; }
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