• 几个opengl立方体绘制案例


    VC6 下载
    http://blog.csdn.net/bcbobo21cn/article/details/44200205


    opengl环境配置
    http://blog.csdn.net/bcbobo21cn/article/details/51044614#t4


    下面的demoproject
    http://pan.baidu.com/s/1mhT1FIw

    一  OpenGL 绘制一个立方体

    代码

    #include<GL/glut.h>
    
    // 绘制立方体
    
    
    // 将立方体的八个顶点保存到一个数组里面 
    
    static const float vertex_list[][3] = 
    { 
        -0.5f, -0.5f, -0.5f, 
        0.5f, -0.5f, -0.5f, 
        -0.5f, 0.5f, -0.5f, 
        0.5f, 0.5f, -0.5f, 
        -0.5f, -0.5f, 0.5f, 
        0.5f, -0.5f, 0.5f, 
        -0.5f, 0.5f, 0.5f, 
        0.5f, 0.5f, 0.5f, 
    }; 
    
    // 将要使用的顶点的序号保存到一个数组里面 
    
    static const GLint index_list[][2] = 
    { 
        {0, 1},    
        {2, 3},    
        {4, 5},    
        {6, 7},    
        {0, 2},    
        {1, 3},    
        {4, 6},    
        {5, 7},
        {0, 4},
        {1, 5},
        {7, 3},
        {2, 6}
    }; 
    
    // 绘制立方体
    
    void DrawCube(void)
    {
        int i,j;
        
        glBegin(GL_LINES); 
        for(i=0; i<12; ++i) // 12 条线段
    
        {
            for(j=0; j<2; ++j) // 每条线段 2个顶点
    
            {
                glVertex3fv(vertex_list[index_list[i][j]]);     
            }
        }
        glEnd();
    }
    
    static float rotate = 0;
    static int times = 0;
    
    void renderScene(void) 
    {
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        
        glMatrixMode(GL_MODELVIEW); 
        glLoadIdentity();
        glPushMatrix();
    
        //glTranslatef(-0.2, 0, 0); // 平移
    
        //glScalef(2, 1, 1);    // 缩放
    
    
        times++;
        if(times > 100)
        {
            times = 0;
        }
    
        if(times % 100 == 0)
        {
            rotate += 0.3;
        }
        
        glRotatef(rotate, 0, 1, 0);
        glRotatef(rotate, 1, 0, 0);
    
        glColor3f(0, 0, 1);
    
        DrawCube();
    
        glPopMatrix();
        glutSwapBuffers();
    }
    
    void main(int argc, char **argv) 
    {
        glutInit(&argc, argv);
        glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
        glutInitWindowPosition(100,100);
        glutInitWindowSize(500, 500);
        glutCreateWindow("GLDemo");
        glutDisplayFunc(renderScene);
        glutIdleFunc(renderScene);
        glutMainLoop();
    }

    效果。随时间而动;

    glVertex函数用在glBegin和glEnd之间,除此以外没有意义。

    用来指定点、线和多边形的顶点。当调用glVertex时。能够为该顶点指定颜色、法线量和纹理坐标。当仅仅指定x。y时。z缺省为0.0,w缺省为1.0;当仅仅指定x、y和z时。w缺省为1.0。


    二 3D旋转立方体

    代码

    /** 
     * function:动态3D立方体 
     */  
    #include <windows.h>  
    #include <gl/gl.h>  
    #include <gl/glu.h>  
      
    char *className = "OpenGL";  
    char *windowName = "OpenGL Cube";  
    int winX = 0, winY = 0;  
    int winWidth = 300, winHeight = 300;  
    HDC hDC;  
    HGLRC hGLRC;  
    HPALETTE hPalette;  
    void init(void){  
        //设置视图投影  
        glMatrixMode(GL_PROJECTION);  
        glFrustum(-0.5F,0.5F,-0.5F,0.5F,1.0F,3.0F);  
        //视区定位  
        glMatrixMode(GL_MODELVIEW);  
        glTranslatef(0.0F,0.0F,-2.0F);  
        //物体定位  
        glRotatef(30.0F,1.0F,0.0F,0.0F);  
        glRotatef(30.0F,0.0F,1.0F,0.0F);  
        glEnable(GL_DEPTH_TEST);  
        glEnable(GL_LIGHTING);  
        glEnable(GL_LIGHT0);  
    }  
    void redraw(HDC hDC){  
        //清除颜色和深度缓冲区  
        //glClearColor(1.0f, 0.0f, 0.0f, 0.0f);  
        //glClearDepth(2.0);  
        glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);  
        //画立方体的6个面  
        glBegin(GL_QUADS);  
        glNormal3f( 0.0F, 0.0F, 1.0F);  
        glVertex3f( 0.5f, 0.5f, 0.5f);  
        glVertex3f(-0.5f, 0.5f, 0.5f);  
        glVertex3f(-0.5f,-0.5f, 0.5f);  
        glVertex3f( 0.5f,-0.5f, 0.5f);  
        //1----------------------------  
        glNormal3f( 0.0F, 0.0F,-1.0F);  
        glVertex3f(-0.1f,-0.5f,-0.5f);  
        glVertex3f(-0.5f, 0.5f,-0.5f);  
        glVertex3f( 0.5f, 0.5f,-0.5f);  
        glVertex3f( 0.5f,-0.5f,-0.5f);  
        //2----------------------------  
        glNormal3f( 0.0F, 1.0F, 0.0F);  
        glVertex3f( 0.5f, 0.5f, 0.5f);  
        glVertex3f( 0.5f, 0.5f,-0.5f);  
        glVertex3f(-0.5f, 0.5f,-0.5f);  
        glVertex3f(-0.5f, 0.5f, 0.5f);  
        //3----------------------------  
        glNormal3f( 0.0F,-1.0F, 0.0F);  
        glVertex3f(-0.5f,-0.5f,-0.5f);  
        glVertex3f( 0.5f,-0.5f,-0.5f);  
        glVertex3f( 0.5f,-0.5f, 0.5f);  
        glVertex3f(-0.5f,-0.5f, 0.5f);  
        //4----------------------------  
        glNormal3f( 1.0F, 0.0F, 0.0F);  
        glVertex3f( 0.5f, 0.5f, 0.5f);  
        glVertex3f( 0.5f,-0.5f, 0.5f);  
        glVertex3f( 0.5f,-0.5f,-0.5f);  
        glVertex3f( 0.5f, 0.5f,-0.5f);  
        //5----------------------------  
        glNormal3f(-1.0F, 0.0F, 0.0F);  
        glVertex3f(-0.5f,-0.5f,-0.5f);  
        glVertex3f(-0.5f,-0.5f, 0.5f);  
        glVertex3f(-0.5f, 0.5f, 0.5f);  
        glVertex3f(-0.5f, 0.5f,-0.5f);  
        //6----------------------------*/  
        glEnd();  
        SwapBuffers(hDC);  
    }  
    void resize(void){  
        //设置视区。使之覆盖整个窗体  
        glViewport(0,0,winWidth,winHeight);  
    }  
    void setupPixelFormat(HWND hwnd, HDC* hDC, HGLRC* hRC){  
        PIXELFORMATDESCRIPTOR pfd;  
      
        int iFormat;  
      
        /* get the device context (DC) */  
        *hDC = GetDC(hwnd);  
      
        /* set the pixel format for the DC */  
        ZeroMemory(&pfd, sizeof(pfd));  
      
        pfd.nSize = sizeof(pfd);//结构的大小  
        pfd.nVersion = 1;//版本号  
        pfd.dwFlags = PFD_DRAW_TO_WINDOW |  
                      PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;//支持双缓存  
        pfd.iPixelType = PFD_TYPE_RGBA;//颜色模式  
        pfd.cColorBits = 24;  
        pfd.cDepthBits = 16;//颜色深度  
        pfd.iLayerType = PFD_MAIN_PLANE;//主层  
      
        iFormat = ChoosePixelFormat(*hDC, &pfd);//确定pfd结构是否存在  
      
        SetPixelFormat(*hDC, iFormat, &pfd);  
      
        /* create and enable the render context (RC) */  
        *hRC = wglCreateContext(*hDC);  
      
        wglMakeCurrent(*hDC, *hRC);  
      
      
        /*if(iFormat == 0){ 
            MessageBox(WindowFromDC(hDC),"ChoosePixelFormat failed.", 
                       "Error",MB_ICONERROR|MB_OK); 
            exit(1); 
        } 
        if(SetPixelFormat(hDC,iFormat,&pfd)!=TRUE){ 
            MessageBox(WindowFromDC(hDC),"SetPixelFormat failed.", 
                       "Error",MB_ICONERROR|MB_OK); 
            exit(1); 
        }*/  
    }  
    void setupPalette(HDC hDC){  
        int pixelFormat = GetPixelFormat(hDC);  
        PIXELFORMATDESCRIPTOR pfd;  
        LOGPALETTE* pPal;  
        int paletteSize;  
        DescribePixelFormat(hDC,pixelFormat,  
                            sizeof(PIXELFORMATDESCRIPTOR),&pfd);  
        if(pfd.dwFlags & PFD_NEED_PALETTE){  
            paletteSize = 1 << pfd.cColorBits;  
        }  
        else{  
            return ;  
        }  
        pPal = (LOGPALETTE*)malloc(sizeof(LOGPALETTE)+paletteSize*sizeof(PALETTEENTRY));  
        pPal->palVersion=0x300;  
        pPal->palNumEntries = paletteSize;  
        //建一个简单的RGB调色板  
        {  
            int redMask = (1 << pfd.cRedBits) - 1;  
            int greemMask = (1 << pfd.cGreenBits) - 1;  
            int blueMask = (1 << pfd.cBlueBits) - 1;  
            int i;  
            for(i=0;i<paletteSize;i++){  
                pPal->palPalEntry[i].peRed =  
                (((i >> pfd.cRedShift) & redMask) * 255)/greemMask;  
                //pPal->palPalEntry[i]-peGreen =  
      
            }  
        }  
      
    }  
      
      
      
      
    LRESULT CALLBACK WindowProc(HWND, UINT, WPARAM, LPARAM);  
    void EnableOpenGL(HWND hwnd, HDC*, HGLRC*);  
    void DisableOpenGL(HWND, HDC, HGLRC);  
      
      
    int WINAPI WinMain(HINSTANCE hInstance,  
                       HINSTANCE hPrevInstance,  
                       LPSTR lpCmdLine,  
                       int nCmdShow)  
    {  
        WNDCLASSEX wcex;  
        HWND hwnd;  
        HDC hDC;  
        HGLRC hRC;  
        MSG msg;  
        BOOL bQuit = FALSE;  
        float theta = 0.0f;  
      
        /* register window class */  
        wcex.cbSize = sizeof(WNDCLASSEX);  
        wcex.style = CS_HREDRAW|CS_VREDRAW;//CS_OWNDC;  
        wcex.lpfnWndProc = WindowProc;  
        wcex.cbClsExtra = 0;  
        wcex.cbWndExtra = 0;  
        wcex.hInstance = hInstance;  
        wcex.hIcon = LoadIcon(NULL, IDI_APPLICATION);  
        wcex.hCursor = LoadCursor(NULL, IDC_ARROW);  
        wcex.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);  
        wcex.lpszMenuName = NULL;  
        wcex.lpszClassName = "GLSample";  
        wcex.hIconSm = LoadIcon(NULL, IDI_APPLICATION);;  
      
      
        if (!RegisterClassEx(&wcex))  
            return 0;  
      
        /* create main window */  
        hwnd = CreateWindowEx(0,  
                              "GLSample",  
                              windowName,//"OpenGL Sample",  
                              WS_OVERLAPPEDWINDOW/*后面是后来加的*/|WS_CLIPCHILDREN|WS_CLIPSIBLINGS,  
                              winX,//CW_USEDEFAULT,  
                              winY,//CW_USEDEFAULT,  
                              winWidth,//256,  
                              winHeight,//256,  
                              NULL,  
                              NULL,  
                              hInstance,  
                              NULL);  
      
        ShowWindow(hwnd, nCmdShow);  
      
        /* enable OpenGL for the window */  
        //setupPixelFormat(hwnd, &hDC, &hRC);  
        EnableOpenGL(hwnd, &hDC, &hRC);  
        init();  
      
        /* program main loop */  
        while (!bQuit)  
        {  
            /* check for messages */  
            if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))  
            {  
                /* handle or dispatch messages */  
                if (msg.message == WM_QUIT)  
                {  
                    bQuit = TRUE;  
                }  
                else  
                {  
                    TranslateMessage(&msg);  
                    DispatchMessage(&msg);  
                }  
            }  
            else if(0)  
            {  
                /* OpenGL animation code goes here */  
      
                glClearColor(0.5f, 1.0f, 0.5f, 0.5f);  
                glClear(GL_COLOR_BUFFER_BIT);  
      
      
                glPushMatrix();  
                glRotatef(theta, 0.0f, 0.0f, 1.0f);  
      
                glBegin(GL_TRIANGLES);  
      
                    glColor3f(0.5f, 5.0f, 1.0f);   glVertex2f(0.0f,   1.0f);  
                    glColor3f(0.0f, 1.0f, 0.0f);   glVertex2f(0.87f,  -0.5f);  
                    glColor3f(1.0f, 5.0f, 0.5f);   glVertex2f(-0.87f, -0.5f);  
      
                glEnd();  
      
                glPopMatrix();  
      
                SwapBuffers(hDC);  
      
                theta += 1.0f;  
                //Sleep (1);  
            }  
            else{  
                glPushMatrix();  
                glRotatef(theta, 0.0f, 0.0f, 1.0f);  
                redraw(hDC);//立方体  须要初始化init()函数  
                glPopMatrix();  
                theta += 1.0f;  
            }  
        }  
      
        /* shutdown OpenGL */  
        DisableOpenGL(hwnd, hDC, hRC);  
      
        /* destroy the window explicitly */  
        DestroyWindow(hwnd);  
      
        return msg.wParam;  
    }  
      
    LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)  
    {  
        switch (uMsg)  
        {  
            /*case WM_CREATE: 
                hDC = GetDC(hwnd); 
                setupPalette(hDC); 
                hGLRC=wglCreateContext(hDC); 
                wglMakeCurrent(hDC,hGLRC); 
                init(); 
                return 0;*/  
            case WM_CLOSE:  
                PostQuitMessage(0);  
            break;  
      
            case WM_DESTROY:  
                /*//------------------ 
                if(hGLRC){ 
                    wglMakeCurrent(NULL,NULL); 
                    wglDeleteContext(hGLRC); 
                } 
                if(hPalette){ 
                    DeleteObject(hPalette); 
                } 
                ReleaseDC(hwnd,hDC); 
                PostQuitMessage(0); 
                //====================*/  
                return 0;  
            //------------------------  
            case WM_SIZE:  
                //跟踪窗体大小改变  
                hGLRC=(struct HGLRC__ *)1;  
                if(hGLRC){  
                    winWidth=(int)LOWORD(lParam);  
                    winHeight=(int)LOWORD(lParam);  
                    resize();  
                    return 0;  
                }  
            case WM_PALETTECHANGED:  
                //假设它不是当前窗体,则实现调色板与hDC的相应  
                if(hGLRC && hPalette && (HWND) wParam != hwnd){  
                    UnrealizeObject(hPalette);  
                    SelectPalette(hDC,hPalette,FALSE);  
                    //ReadlizePalette(hDC);  
                    redraw(hDC);  
                    break;  
                }  
            break;  
            //=========================  
            case WM_KEYDOWN:  
            {  
                switch (wParam)  
                {  
                    case VK_ESCAPE:  
                        PostQuitMessage(0);  
                    break;  
                }  
            }  
            break;  
      
            default:  
                return DefWindowProc(hwnd, uMsg, wParam, lParam);  
        }  
      
        return 0;  
    }  
      
    void EnableOpenGL(HWND hwnd, HDC* hDC, HGLRC* hRC)  
    {  
        PIXELFORMATDESCRIPTOR pfd;  
      
        int iFormat;  
      
        /* get the device context (DC) */  
        *hDC = GetDC(hwnd);  
      
        /* set the pixel format for the DC */  
        ZeroMemory(&pfd, sizeof(pfd));  
      
        pfd.nSize = sizeof(pfd);  
        pfd.nVersion = 1;  
        pfd.dwFlags = PFD_DRAW_TO_WINDOW |  
                      PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;  
        pfd.iPixelType = PFD_TYPE_RGBA;  
        pfd.cColorBits = 24;  
        pfd.cDepthBits = 16;  
        pfd.iLayerType = PFD_MAIN_PLANE;  
      
        iFormat = ChoosePixelFormat(*hDC, &pfd);  
      
        SetPixelFormat(*hDC, iFormat, &pfd);  
      
        /* create and enable the render context (RC) */  
        *hRC = wglCreateContext(*hDC);  
      
        wglMakeCurrent(*hDC, *hRC);  
    }  
      
    void DisableOpenGL (HWND hwnd, HDC hDC, HGLRC hRC)  
    {  
        wglMakeCurrent(NULL, NULL);  
        wglDeleteContext(hRC);  
        ReleaseDC(hwnd, hDC);  
    } 

    建立一个Win32project,如图;样例一是控制台project。


    效果;



    遇到例如以下错误。

    lftdemo2.cpp
    e:dddd13opengl立方体demolftdemo2lftdemo2.cpp(308) : error C2440: '=' : cannot convert from 'const int' to 'struct HGLRC__ *'
            Conversion from integral type to pointer type requires reinterpret_cast, C-style cast or function-style cast
    运行 cl.exe 时出错.


    hGLRC=1;

    改为
    hGLRC=(struct HGLRC__ *)1;


    GL_QUADS:绘制由四个顶点组成的一组单独的四边形。顶点4n-3、4n-2、4n-1和4n定义了第n个四边形。总共绘制N/4个四边形


    三 3D颜色立方体

    代码:

    #include <stdio.h>  
    #define GLUT_DISABLE_ATEXIT_HACK  
    #include <gl/glut.h>  
    //#pragma comment(lib, "glut32.lib")  
      
    GLfloat AngleX;  
    GLfloat AngleY;  
      
    void display(void)  
    {  
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);  
      
        glMatrixMode(GL_MODELVIEW);  
        glLoadIdentity();  
      
        glPushMatrix();  
        {  
            glRotatef(AngleX,1.0f,0.0f,0.0f);  
            glRotatef(AngleY,0.0f,1.0f,0.0f);  
      
            glBegin(GL_POLYGON); //前表面  
            glColor3ub((GLubyte)255,(GLubyte)255,(GLubyte)255);//颜色设置为白色  
            glVertex3f(50.0f,50.0f,50.0f);  
      
            glColor3ub((GLubyte)255,(GLubyte)255,(GLubyte)0);//颜色设置为黄色  
            glVertex3f(50.0f,-50.0f,50.0f);  
      
            glColor3ub((GLubyte)255,(GLubyte)0,(GLubyte)0);//颜色设置为红色  
            glVertex3f(-50.0f,-50.0f,50.0f);  
      
            glColor3ub((GLubyte)255,(GLubyte)0,(GLubyte)255);//颜色设置为白色  
            glVertex3f(-50.0f,50.0f,50.0f);  
            glEnd();  
      
            glBegin(GL_POLYGON); //后表面  
            glColor3f(0.0f,1.0f,1.0f);//颜色设置为青色  
            glVertex3f(50.0f,50.0f,-50.0f);  
      
            glColor3f(0.0f,1.0f,0.0f);//颜色设置为绿色  
            glVertex3f(50.0f,-50.0f,-50.0f);  
      
            glColor3f(0.0f,0.0f,0.0f);//颜色设置为黑色  
            glVertex3f(-50.0f,-50.0f,-50.0f);  
      
            glColor3f(0.0f,0.0f,1.0f);//颜色设置为蓝色  
            glVertex3f(-50.0f,50.0f,-50.0f);  
            glEnd();  
      
            glBegin(GL_POLYGON); //上表面  
            glColor3d(0.0,1.0,1.0);//颜色设置为青色  
            glVertex3f(50.0f,50.0f,-50.0f);  
      
            glColor3d(1.0,1.0,1.0);//颜色设置为白色  
            glVertex3f(50.0f,50.0f,50.0f);  
      
            glColor3d(1.0,0.0,1.0);//颜色设置为品红色  
            glVertex3f(-50.0f,50.0f,50.0f);  
      
            glColor3d(0.0,0.0,1.0);//颜色设置为蓝色  
            glVertex3f(-50.0f,50.0f,-50.0f);  
            glEnd();  
      
            glBegin(GL_POLYGON); //下表面  
            glColor3ub(0u,255u,0u);//颜色设置为绿色  
            glVertex3f(50.0f,-50.0f,-50.0f);  
      
            glColor3ub(255u,255u,0u);//颜色设置为黄色  
            glVertex3f(50.0f,-50.0f,50.0f);  
      
            glColor3ub(255u,0u,0u);//颜色设置为红色  
            glVertex3f(-50.0f,-50.0f,50.0f);  
      
            glColor3ub(0u,0u,0u);//颜色设置为黑色  
            glVertex3f(-50.0f,-50.0f,-50.0f);  
            glEnd();  
      
            glBegin(GL_POLYGON); //左表面  
            glColor3ub((GLubyte)255,(GLubyte)255,(GLubyte)255);//颜色设置为白色  
            glVertex3f(50.0f,50.0f,50.0f);  
      
            glColor3ub((GLubyte)0,(GLubyte)255,(GLubyte)255);//颜色设置为青色  
            glVertex3f(50.0f,50.0f,-50.0f);  
      
            glColor3ub((GLubyte)0,(GLubyte)255,(GLubyte)0);//颜色设置为绿色  
            glVertex3f(50.0f,-50.0f,-50.0f);  
      
            glColor3ub((GLubyte)255,(GLubyte)255,(GLubyte)0);//颜色设置为黄色  
            glVertex3f(50.0f,-50.0f,50.0f);  
            glEnd();  
      
            glBegin(GL_POLYGON); //右表面  
            glColor3f(1.0f,0.0f,1.0f);//颜色设置为品红色  
            glVertex3f(-50.0f,50.0f,50.0f);  
      
            glColor3f(0.0f,0.0f,1.0f);//颜色设置为蓝色  
            glVertex3f(-50.0f,50.0f,-50.0f);  
      
            glColor3f(0.0f,0.0f,0.0f);//颜色设置为黑色  
            glVertex3f(-50.0f,-50.0f,-50.0f);  
      
            glColor3f(1.0f,0.0f,0.0f);//颜色设置为红色  
            glVertex3f(-50.0f,-50.0f,50.0f);  
            glEnd();  
        }  
        glPopMatrix();  
      
      
        glutSwapBuffers();  
    }  
      
    void reshape(int w, int h)  
    {  
        GLfloat aspect = (GLfloat)w / (GLfloat)h;  
        GLfloat nRange = 100.0f;  
      
        glViewport(0,0,w,h);  
      
        glMatrixMode(GL_PROJECTION); //将当前矩阵指定为投影模式  
        glLoadIdentity();  
      
        //设置三维投影区  
      
        if (w<=h)  
        {  
            glOrtho(-nRange, nRange, -nRange * aspect, nRange * aspect, -nRange, nRange);  
        }   
        else  
        {  
            glOrtho(-nRange, nRange, -nRange / aspect, nRange / aspect, -nRange, nRange);  
        }  
    }  
      
    void key_board(GLint key,GLint x,GLint y)  
    {  
        if(key == GLUT_KEY_UP)  
        {  
            AngleX -= 5.0f;  
        }  
        if(key == GLUT_KEY_DOWN)  
        {  
            AngleX += 5.0f;  
        }  
        if(key == GLUT_KEY_LEFT)  
        {  
            AngleY -= 5.0f;  
        }  
        if(key == GLUT_KEY_RIGHT)  
        {  
            AngleY += 5.0f;  
        }  
        if(AngleX > 355.0f)  
        {  
            AngleX = 0.0f;  
        }  
        if(AngleX < 0.0f)  
        {  
            AngleX = 355.0f;  
        }  
        if(AngleY > 355.0f)  
            AngleY = 0.0f;  
      
        if(AngleY < 0.0f)  
        {  
            AngleY = 355.0f;  
        }  
        glutPostRedisplay();  
    }  
      
    void init()  
    {  
        AngleX = 45.0f;  
        AngleY = 315.0f;  
      
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f);  
      
        glEnable(GL_DEPTH_TEST);  
        glEnable(GL_DITHER);  
        glShadeModel(GL_SMOOTH);  
    }  
    void main(int argc,char* argv[])  
    {  
        glutInit(&argc,argv);  
        glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);  
        glutInitWindowSize(480,480);  
        glutCreateWindow("OpenGL颜色立方体");  
      
        glutReshapeFunc(reshape);  
        glutDisplayFunc(display);  
        glutSpecialFunc(key_board); //设置处理特殊击键的回调函数  
      
        init();  
      
        glutMainLoop();  
    }

    效果:



    四 光照立方体效果

    代码:

    #include <windows.h>  
    #include <gl/gl.h>  
    #include <gl/glu.h>  
    
    #define WIN32_LEAN_AND_MEAN
    
    //#pragma comment(lib, "openGL32.lib")
    //#pragma comment(lib, "glu32.lib")
    //#pragma comment(lib, "glaux.lib")
    float angle=0.0f;
    HDC g_HDC;
    float legAngle[2]={0.0f,0.0f};
    float armAngle[2]={0.0f,0.0f};
    float ambientLight[]={0.1f,0.3f,0.8f,1.0f};  //环境光
    float diffuseLight[]={0.25f,0.25f,0.25f,1.0f}; //散射光
    float lightPosition[]={0.0f,0.0f,1.0f,0.0f}; //光源位置
    //材质变量
    float matAmbient[]={1.0f,1.0f,1.0f,1.0f};
    float matDiff[]={1.0f,1.0f,1.0f,1.0f};
    //初始化
    void Initialize()
    {
     glClearColor(0.0f,0.0f,0.0f,0.0f);   //清理颜色为黑色
     glShadeModel(GL_SMOOTH);     //使用平滑明暗处理
     glEnable(GL_DEPTH_TEST);     //剔除隐藏面
     glEnable(GL_CULL_FACE);      //不计算多边形背面
     glFrontFace(GL_CCW);      //多边形逆时针方向为正面
     glEnable(GL_LIGHTING);      //启用光照
     //为LIGHT0设置析质
     glMaterialfv(GL_FRONT,GL_AMBIENT,matAmbient);
     glMaterialfv(GL_FRONT,GL_DIFFUSE,matDiff);
     //如今開始调协LIGHT0
     glLightfv(GL_LIGHT0,GL_AMBIENT,ambientLight); //设置环境光分量
     glLightfv(GL_LIGHT0,GL_DIFFUSE,diffuseLight); //设置散射光分量
     glLightfv(GL_LIGHT0,GL_POSITION,lightPosition); //设置光源在场景中的位置
     //启用光
     glEnable(GL_LIGHT0);
    }
    //绘制单位立方体
    void DrawCube(float xPos,float yPos,float zPos)
    {
     glPushMatrix();
      glTranslatef(xPos,yPos,zPos);
      glBegin(GL_QUADS);    //顶面
      glNormal3f(0.0f,1.0f,0.0f);
      glVertex3f(0.5f,0.5f,0.5f);
      glVertex3f(0.5f,0.5f,-0.5f);
      glVertex3f(-0.5f,0.5f,-0.5f);
      glVertex3f(-0.5f,0.5f,0.5f);
      glEnd();
      glBegin(GL_QUADS);    //底面
      glNormal3f(0.0f,-1.0f,0.0f);
      glVertex3f(0.5f,-0.5f,0.5f);
      glVertex3f(-0.5f,-0.5f,0.5f);
      glVertex3f(-0.5f,-0.5f,-0.5f);
      glVertex3f(0.5f,-0.5f,-0.5f);
      glEnd();
      glBegin(GL_QUADS);    //前面
      glNormal3f(0.0f,0.0f,1.0f);
      glVertex3f(0.5f,0.5f,0.5f);
      glVertex3f(-0.5f,0.5f,0.5f);
      glVertex3f(-0.5f,-0.5f,0.5f);
      glVertex3f(0.5f,-0.5f,0.5f);
      glEnd();
      glBegin(GL_QUADS);    //背面
      glNormal3f(0.0f,0.0f,-1.0f);
      glVertex3f(0.5f,0.5f,-0.5f);
      glVertex3f(0.5f,-0.5f,-0.5f);
      glVertex3f(-0.5f,-0.5f,-0.5f);
      glVertex3f(-0.5f,0.5f,-0.5f);
      glEnd();
      glBegin(GL_QUADS);    //左面
      glNormal3f(-1.0f,0.0f,0.0f);
      glVertex3f(-0.5f,0.5f,0.5f);
      glVertex3f(-0.5f,0.5f,-0.5f);
      glVertex3f(-0.5f,-0.5f,-0.5f);
      glVertex3f(-0.5f,-0.5f,0.5f);
      glEnd();
      glBegin(GL_QUADS);    //右面
      glNormal3f(1.0f,0.0f,0.0f);
      glVertex3f(0.5f,0.5f,0.5f);
      glVertex3f(0.5f,-0.5f,0.5f);
      glVertex3f(0.5f,-0.5f,-0.5f);
      glVertex3f(0.5f,0.5f,-0.5f);
      glEnd();
     glPopMatrix();
    }
    //处理场景的绘制
    void Render()
    {
     glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); //清理颜色/深度缓存
     glLoadIdentity();     //复位旋转角度计数器
     angle=angle+0.1f;     //递增旋转角度计数器
     if(angle>=360.0f)     //假设已旋转一周,复位计数器
      angle=0.0f;
     glTranslatef(0.0f,0.0f,-3.0f);
     glRotatef(angle,1.0f,0.0f,0.0f);
     glRotatef(angle,0.0f,1.0f,0.0f);
     glRotatef(angle,0.0f,0.0f,1.0f);
     DrawCube(0.0f,0.0f,0.0f);
     glFlush();       
     SwapBuffers(g_HDC);     //交换前后缓存
    }
    //为设备环境设置像素格式的函数
    void SetupPixelFormat(HDC hDC)
    {
     int nPixelFormat;
     static PIXELFORMATDESCRIPTOR pfd=
     {
      sizeof(PIXELFORMATDESCRIPTOR),
       1,
       PFD_DRAW_TO_WINDOW|PFD_SUPPORT_OPENGL|PFD_DOUBLEBUFFER,
       PFD_TYPE_RGBA,
       32,
      0,0,0,0,0,0,
      0,
      0,
      0,
      0,0,0,0,
      16,
      0,
      0,
      PFD_MAIN_PLANE,
      0,
      0,0,0
     };
     nPixelFormat=ChoosePixelFormat(hDC,&pfd);
     SetPixelFormat(hDC,nPixelFormat,&pfd);
    }
    LRESULT CALLBACK WndProc(HWND hwnd,UINT message,WPARAM wParam,LPARAM lParam)
    {
     static HGLRC hRC;
     static HDC hDC;
     int width,height;
     switch(message)
     {
     case WM_CREATE:
      hDC=GetDC(hwnd);
      g_HDC=hDC;
      SetupPixelFormat(hDC);
      hRC=wglCreateContext(hDC);
      wglMakeCurrent(hDC,hRC);
      return 0;
      break;
      
     case WM_CLOSE:
      wglMakeCurrent(hDC,NULL);
      wglDeleteContext(hRC);
      PostQuitMessage(0);
      return 0;
      break;
      
     case WM_SIZE:
      height=HIWORD(lParam);
      width=LOWORD(lParam);
      if(height==0)
       height=1;
      glViewport(0,0,width,height);
      glMatrixMode(GL_PROJECTION);
      glLoadIdentity();
      gluPerspective(54.0f,(GLfloat)width/(GLfloat)height,1.0f,1000.0f);
      glMatrixMode(GL_MODELVIEW);
      glLoadIdentity();
      return 0;
      break;
     default:
      break;
     }
     return (DefWindowProc(hwnd,message,wParam,lParam));
    }
    int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nShowCmd)
    {
     WNDCLASSEX windowClass;
     HWND hwnd;
     MSG msg;
     bool done;
     int width=800;
     int height=600;
     int bits=32;
     windowClass.cbSize=sizeof(WNDCLASSEX);
     windowClass.style=CS_HREDRAW|CS_VREDRAW;
     windowClass.lpfnWndProc=WndProc;
     windowClass.cbClsExtra=0;
     windowClass.cbWndExtra=0;
     windowClass.hInstance=hInstance;
     windowClass.hIcon=LoadIcon(NULL,IDI_APPLICATION);
     windowClass.hCursor=LoadCursor(NULL,IDC_ARROW);
     windowClass.hbrBackground=NULL;
     windowClass.lpszMenuName=NULL;
     windowClass.lpszClassName="MyClass";
     windowClass.hIconSm=LoadIcon(NULL,IDI_WINLOGO);
     if(!RegisterClassEx(&windowClass))
      return 0;
     hwnd=CreateWindowEx(WS_EX_APPWINDOW|WS_EX_WINDOWEDGE,
      "MyClass",
      "OpenGL Cube",
      WS_OVERLAPPEDWINDOW|WS_CLIPCHILDREN|WS_CLIPSIBLINGS,
      0,0,
      800,600,
      NULL,
      NULL,
      hInstance,
      NULL);
     if(!hwnd)
      return 0;
     ShowWindow(hwnd,SW_SHOW);
     UpdateWindow(hwnd);
     Initialize();  //初始化绘制环境
     done=false;
     while(!done)
     {
      PeekMessage(&msg,hwnd,NULL,NULL,PM_REMOVE);
      if(msg.message==WM_QUIT)
      {
       done=true;
      }
      else
      {
       Render();
       TranslateMessage(&msg);
       DispatchMessage(&msg);
      }
     }
     return msg.wParam;
    }

    效果:



    五 链接

    http://blog.csdn.net/djl4104804/article/details/8131072
    opengl库和函数具体解释

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  • 原文地址:https://www.cnblogs.com/brucemengbm/p/7281301.html
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