• OpenGL编程 基础篇(七)对象的变换——用实心体绘制3D场景


    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();
    }
    View Code

    3.运行截图

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  • 原文地址:https://www.cnblogs.com/starryxsky/p/7224852.html
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