1.函数介绍
GLUT提供几种现成的对象,包括球体、圆锥体、圆环面、5个柏拉图立体,以及著名的茶壶。每个形状都可以作为一种线框的模型,也可以作为一种实心模型,每个面均已覆盖上材质。
以下列表是用于绘制这些对象的函数。
- void glutWireSphere(GLdouble radius, GLint slices, GLint stacks); 线框球
- void glutSolidSphere(GLdouble radius, GLint slices, GLint stacks); 实心球
- void glutWireCube(GLdouble size); 线框立方体
- void glutSolidCube(GLdouble size); 实心立方体
- void glutWireTorus(GLdouble innerRadius, GLdouble outerRadius, GLint nsides, GLint rings); 线框圆环
- void glutSolidTorus(GLdouble innerRadius, GLdouble outerRadius, GLint nsides, GLint rings); 实心圆环
- void glutWireIcosahedron(void); 线框20面体
- void glutSolidIcosahedron(void); 实心20面体
- void glutWireOctahedron(void); 线框8面体
- void glutSolidOctahedron(void); 实心8面体
- void glutWireTetrahedron(void); 线框4面体
- void glutSolidTetrahedron(void); 实心4面体
- void glutWireDodecahedron(GLdouble radius); 线框12面体
- void glutSolidDodecahedron(GLdouble radius); 实心12面体
- void glutWireCone(GLdouble radius, GLdouble height, GLint slices, GLint stacks); 线框圆锥体
- void glutSolidCone(GLdouble radius, GLdouble height, GLint slices, GLint stacks); 实心圆锥体
- void glutWireTeapot(GLdouble size); 线框茶壶
- void glutSolidTeapot(GLdouble size); 实心茶壶
函数中,radius表示球体的半径,slices表示球体围绕z轴分割的数目,stacks表示球体沿着z轴分割的数目。
绘制中心在模型坐标原点,半径为radius的球体,球体围绕z轴分割slices次,球体沿着z轴分割stacks次
2.示例:用实心体绘制的3D场景
#include "stdafx.h" #include <windows.h> #include <gl/glut.h> int X, Y; //<<<<<<<<<<<<<<< wall >>>>>>>>>>>>>>>> void wall(double thickness) { // draw thin wall with top = xz-plane, corner at origin glPushMatrix(); glTranslated(0.5, 0.5 * thickness, 0.5); glScaled(1.0, thickness, 1.0); glutSolidCube(1.0); glPopMatrix(); } //<<<<<<<<<<<<<<<<<< tableLeg >>>>>>>>>>>>>>>>>>> void tableLeg(double thick, double len) { glPushMatrix(); glTranslated(0, len / 2, 0); glScaled(thick, len, thick); glutSolidCube(1.0); glPopMatrix(); } //<<<<<<<<<<<<<<<<<<<<< jack part >>>>>>>>>>>>> void jackPart() { // draw one axis of the unit jack - a stretched sphere 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(); } //<<<<<<<<<<<<<<<<<<< jack >>>>>>>>>>>>>>>>>>>> void jack() { // draw a unit jack out of spheroids glPushMatrix(); jackPart(); glRotated(90.0, 0, 1, 0); jackPart(); glRotated(90.0, 1, 0, 0); jackPart(); glPopMatrix(); } //<<<<<<<<<<<<<<<<<<<<<<< table >>>>>>>>>>>>>>>>>>>> void table(double topWid, double topThick, double legThick, double legLen) { // draw the table - a top and four legs glPushMatrix(); // draw the table top glTranslated(0, legLen, 0); glScaled(topWid, topThick, topWid); glutSolidCube(1.0); 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(); } //<<<<<<<<<<<<<<<<<<<<< displaySolid >>>>>>>>>>>>>>>>>>>>>> void displaySolid(void) { // set properties of the surface material GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f }; // gray GLfloat mat_diffuse[] = { 0.6f, 0.6f, 0.6f, 1.0f }; GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f }; GLfloat mat_shininess[] = { 50.0f }; glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); // set the light source properties GLfloat lightIntensity[] = { 0.7f, 0.7f, 0.7f, 1.0f }; GLfloat light_position[] = { 2.0f, 6.0f, 3.0f, 0.0f }; glLightfv(GL_LIGHT0, GL_POSITION, light_position); glLightfv(GL_LIGHT0, GL_DIFFUSE, lightIntensity); // set the camera glMatrixMode(GL_PROJECTION); glLoadIdentity(); double winHt = 1.0; // half-height of the window glOrtho(-winHt * 64 / 48.0, winHt * 64 / 48.0, -winHt, winHt, 0.1, 100.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(5 - 10.0*X / 640, 2 - 4.0*Y / 480, 2, 0, 0.25, 0, 0.0, 1.0, 0.0); // start drawing glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the screen 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); // draw the sphere glutSolidSphere(0.1, 15, 15); 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 yz-plane glPopMatrix(); glPushMatrix(); glRotated(-90.0, 1.0, 0.0, 0.0); wall(0.02); // wall #3: in xy-plane glPopMatrix(); glutSwapBuffers(); } /////////////////////////////passiveMouse///////////////////////////////// void passiveMouse(int x, int y) { X = x; Y = 480 - y; glutPostRedisplay(); } //<<<<<<<<<<<<<<<<<<<<<< main >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> void main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(640, 480); glutInitWindowPosition(100, 100); glutCreateWindow("shaded example - 3D scene"); glutDisplayFunc(displaySolid); glEnable(GL_LIGHTING); // enable the light source glEnable(GL_LIGHT0); glShadeModel(GL_SMOOTH); glEnable(GL_DEPTH_TEST); // for hidden surface removal glEnable(GL_NORMALIZE); // normalize vectors for proper shading glClearColor(0.1f, 0.1f, 0.1f, 0.0f); // background is light gray glViewport(0, 0, 640, 480); glutPassiveMotionFunc(passiveMouse); glutMainLoop(); }