OpenGL【C++】台灯二
#include<gl/glut.h>
#include <math.h>
static GLfloat yrot = -100.0;//-100
static GLfloat zrot = 40.0;//20
static GLint spin = 0.0;
const GLfloat PI = 3.1415926f;
const GLfloat R = 10.0f;
GLUquadricObj* objCylinder = gluNewQuadric();
void init()
{
glClearColor(0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_SMOOTH);
//设置光源属性:环境光、镜面光、散色光
GLfloat light_ambient[] = { 1, 1, 1, 1.0 };//{0.2, 0.2, 0.2, 1.0};
GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat light_diffuse1[] = { 0.5, 0.5, 0.5, 0 };
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
GLfloat spot_direction[] = { 0.0, -1.0, 0.0 };
GLfloat light_position[] = { 13.0f, -3, 0.0 };
GLfloat light_position1[] = { 0.0f, 20, 0.0, 1.0 };//固定光源
//移动光源初始化
glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 40.0);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, spot_direction);
//固定光源初始化 默认光源位置是 (不要删)
glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse1);
//glLightfv(GL_LIGHT1, GL_POSITION, light_position1);
//glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, spot_direction);
//设置材料属性:镜面光、散色光、环境光
GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat mat_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat mat_shininess[] = { 100.0 };
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);//开启移动光源
glEnable(GL_LIGHT1);//开启固定光源
glEnable(GL_DEPTH_TEST);
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//画台灯底座
glPushMatrix();
glColor3f(0.2, 0.8, 0.2);
glTranslated(0.0, -20.0, 10.0);
glScalef(16.0, 1.0, 12);
glutSolidCube(2.0);
glPopMatrix();
//画灯杆
//*******************注******************:gluCylinder画圆柱,初试状态沿着-Z轴方向
//灯杆第一段
glPushMatrix();
glColor3f(1.0, 1.0, 1.0);
glRotatef(90.0, 1.0, 0.0, 0.0);
gluCylinder(objCylinder, 1.0, 1.0, 21.0, 100, 100);// baseRadius,topRadius, height, slices, stacks
glPopMatrix();
//灯杆第二段
glPushMatrix();
glRotatef(yrot, 0.0f, 1.0f, 0.0f);
glRotatef(zrot, 0.0f, 0.0f, 1.0f);
glColor3f(1.0, 1.0, 1.0);
glTranslatef(4.0, 6.93, 0.0);
glRotatef(90.0, 1.0, 0.0, 0.0);
glRotatef(-30.0, 0.0, 1.0, 0.0);
gluCylinder(objCylinder, 1.0, 1.0, 8.0, 100, 100);// baseRadius,topRadius, height, slices, stacks
glPopMatrix();
//灯杆第三段
glPushMatrix();
glRotatef(yrot, 0.0f, 1.0f, 0.0f);
glRotatef(zrot, 0.0f, 0.0f, 1.0f);
glColor3f(1.0, 1.0, 1.0);
glTranslatef(4.0, 6.93, 0.0);
glRotatef(90.0, 1.0, 0.0, 0.0);
glRotatef(90.0, 0.0, 1.0, 0.0);
gluCylinder(objCylinder, 1.0, 1.0, 10.0, 100, 100);// baseRadius,topRadius, height, slices, stacks
glPopMatrix();
//灯杆第四段
glPushMatrix();
glRotatef(yrot, 0.0f, 1.0f, 0.0f);
glRotatef(zrot, 0.0f, 0.0f, 1.0f);
glColor3f(1.0, 1.0, 1.0);
glTranslatef(13, 6.93, 0.0);
glRotatef(90.0, 1.0, 0.0, 0.0);
gluCylinder(objCylinder, 1.0, 1.0, 5.0, 100, 100);// baseRadius,topRadius, height, slices, stacks
glPopMatrix();
//灯壳
//画圆锥的面
glPushMatrix();
glRotatef(yrot, 0.0f, 1.0f, 0.0f);
glRotatef(zrot, 0.0f, 0.0f, 1.0f);
glColor3f(0.0, 0.0, 1.0);
glBegin(GL_TRIANGLE_FAN);
glVertex3f(13.0f, 2.5f, 0.0f);
for (GLfloat angle = 0; angle <= 2.0 * PI; angle += PI / 10.0f) {
GLfloat x = 13 + R * sin(angle);
GLfloat z = R * cos(angle);
glVertex3f(x, -3.27, z);
}
glVertex3f(13.0f, -3.27, 10.0f);
glEnd();
glPopMatrix();
//灯泡
glPushMatrix();
glRotatef(yrot, 0.0f, 1.0f, 0.0f);
glRotatef(zrot, 0.0f, 0.0f, 1.0f);
//光源
GLfloat spot_direction[] = { 0.0, -1.0, 0.0 };
GLfloat light_position[] = { 13.0f, -3, 0.0 };
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, spot_direction);
glDisable(GL_LIGHTING);
glColor3f(1.0, 0.6, 0.2);
glTranslatef(13.0, -3.4, 0.0);
glutSolidSphere(3.0, 100, 100);
glEnable(GL_LIGHTING);
glPopMatrix();
glutSwapBuffers();
}
void changesize(int w, int h)
{
GLfloat nRange = 40.0;
if (h == 0)
h = 1;
glViewport(0.0, 0.0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//gluPerspective(40.0,)
if (w <= h)
glOrtho(-nRange, nRange, -nRange * h / w, nRange * h / w, -nRange, nRange);
else
glOrtho(-nRange * w / h, nRange * w / h, -nRange, nRange, -nRange, nRange);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//gluLookAt(0.5, 2.0, 4.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
gluLookAt(5.0, 5.0, 10.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
}
void SpecialKeys(int key, int x, int y)
{
if (key == GLUT_KEY_UP && zrot < 50.0)
zrot += 5.0;
if (key == GLUT_KEY_DOWN && zrot > -30.0)
zrot -= 5.0;
if (key == GLUT_KEY_LEFT)
yrot -= 5.0f;
if (key == GLUT_KEY_RIGHT)
yrot += 5.0f;
glutPostRedisplay();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(800, 600);
glutInitWindowPosition(200, 20);
glutCreateWindow("台灯");
init();
glutDisplayFunc(display);
glutReshapeFunc(changesize);
glutSpecialFunc(SpecialKeys);
glutMainLoop();
return 0;
}