• OpenGL之路(七)为立方体加入丰富色彩


    在立方体的六个面贴上不同的颜色,假设想达到混合颜色的效果,能够參照立方体的前面代码在每一行前都加上颜色

    代码例如以下

    #include <gl/glut.h>
    #pragma comment(lib, "opengl32.lib")
    #pragma comment(lib, "glut32.lib")
    #pragma comment(lib, "glu32.lib")
    #pragma comment(lib, "glut.lib")
    
    void Box(float x, float y, float z) //长方体
    {
    	glPushMatrix();
    	glScalef(x, y, z);
    	glBegin(GL_QUADS);
    	glColor3f(1, 0, 0);
    	glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);// 前
    	glColor3f(0, 1, 0);
    	glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f);
    	glColor3f(0, 0, 1);
    	glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, 1.0f);
    	glColor3f(0, 1, 1);
    	glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
    
    	glColor3f(1, 0, 0);
    	glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);// 后
    	glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
    	glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f);
    	glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, -1.0f);
    	glColor3f(0, 1, 0);
    	glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);// 上
    	glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
    	glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, 1.0f, 1.0f);
    	glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f);
    	glColor3f(0, 0, 1);
    	glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);// 下
    	glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, -1.0f, -1.0f);
    	glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f);
    	glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
    	glColor3f(1, 1, 0);
    	glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, -1.0f, -1.0f);// 左
    	glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f);
    	glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, 1.0f, 1.0f);
    	glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f);
    	glColor3f(0, 1, 1);
    	glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);// 右
    	glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
    	glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
    	glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
    	glEnd();
    	glPopMatrix();
    }
    
    void renderScene(void)
    {
    	static float i = 0;
    	i += 0.01f;
    	if (i > 360) i = 0;
    	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    	glLoadIdentity();
    
    	glTranslatef(0, 0, -1.5);
    	glRotatef(i, 1, 1, 1);
    	Box(0.3f, 0.3f, 0.3f);
    
    	glutSwapBuffers();
    }
    void changeSize(int w, int h)
    {
    	if (h == 0) h = 1;
    	float ratio = 1.0* w / h;
    	glMatrixMode(GL_PROJECTION);// 单位化投影矩阵。
    	glLoadIdentity();
    	glViewport(0, 0, w, h);// 设置视口大小为整个窗体大小
    	gluPerspective(45, ratio, 1, 1000);// 设置正确的投影矩阵
    	glMatrixMode(GL_MODELVIEW);//以下是设置模型视图矩阵
    	glLoadIdentity();
    	gluLookAt(0.0, 0.0, 5.0, 0.0, 0.0, -1.0, 0.0f, 1.0f, 0.0f);//设置观測点
    }
    
    int main(int argc, char * argv[])
    {
    	glutInit(&argc, argv);
    	
    	glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
    	glutInitWindowPosition(100, 100);
    	glutInitWindowSize(320, 320);
    	glutCreateWindow("Hello OpenGL");
    	glutDisplayFunc(renderScene);
    	glutIdleFunc(renderScene); //指定程序空暇时调用函数
    	glutReshapeFunc(changeSize); //指定窗体形状变化时的回调函数
    	glEnable(GL_DEPTH_TEST);
    
    	glutMainLoop();
    	return 0;
    }

    效果如图


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  • 原文地址:https://www.cnblogs.com/yfceshi/p/7220732.html
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