【文件属性】:
文件名称:opengl橡皮筋
文件大小:1KB
文件格式:SLN
更新时间:2021-06-10 13:11:31
橡皮筋.cpp
#include "stdafx.h"
#include
#include
#include
#define stripeImageWidth 32
GLubyte stripeImage[4 * stripeImageWidth];
#ifdef GL_VERSION_1_1
static GLuint texName;
#endif
void makeStripeImage(void)
{
int j;
for (j = 0; j < stripeImageWidth; j++) {
stripeImage[4 * j] = (GLubyte)((j <= 4) ? 255 : 0);
stripeImage[4 * j + 1] = (GLubyte)((j>4) ? 255 : 0);
stripeImage[4 * j + 2] = (GLubyte)0;
stripeImage[4 * j + 3] = (GLubyte)255;
}
}
/* planes for texture coordinate generation */
static GLfloat xequalzero[] = { 1.0, 0.0, 0.0, 0.0 };
static GLfloat slanted[] = { 1.0, 1.0, 1.0, 0.0 };
static GLfloat *currentCoeff;
static GLenum currentPlane;
static GLint currentGenMode;
static float roangles;
static float roangles1;
float roangles2 = -2;
float roangles3 = -3;
void SpecialKeys(int key, int x, int y)
{
if (key == GLUT_KEY_F1)
roangles += 2.0f;
roangles2 += 0.05;
roangles3 += 1;
if (key == GLUT_KEY_F2)
roangles1 += 2.0f;
if (roangles2 >= 3)
roangles2 = -3;
// 使用新的坐标重新绘制场景
glutPostRedisplay();
}
void init(void)
{
glClearColor(1.0, 1.0, 1.0, 0.0);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
makeStripeImage();
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
#ifdef GL_VERSION_1_1
glGenTextures(1, &texName;);
glBindTexture(GL_TEXTURE_1D, texName);
#endif
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
#ifdef GL_VERSION_1_1
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, stripeImageWidth, 0,
GL_RGBA, GL_UNSIGNED_BYTE, stripeImage);
#else
glTexImage1D(GL_TEXTURE_1D, 0, 4, stripeImageWidth, 0,
GL_RGBA, GL_UNSIGNED_BYTE, stripeImage);
#endif
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
currentCoeff = xequalzero;
currentGenMode = GL_OBJECT_LINEAR;
currentPlane = GL_OBJECT_PLANE;
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, currentGenMode);
glTexGenfv(GL_S, currentPlane, currentCoeff);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_1D);
//glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
glFrontFace(GL_CW);
//glCullFace(GL_BACK);
glMaterialf(GL_FRONT, GL_SHININESS, 64.0);
roangles = 45.0f;
roangles1 = 362.0f;
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glBegin(GL_QUADS);
glColor3f(1, 0, 1);
glVertex3f(-1, -1, 0);
glColor3f(1, 0, 1);
glVertex3f(-3, -1, 0);
glColor3f(1, 0, 1);
glVertex3f(1, -1, 0);
glColor3f(1, 0, 1);
glVertex3f(-1, -2, 0);
glEnd();
glPopMatrix();
glPushMatrix();
glTranslated(roangles2, 2, -3);
glRotatef(roangles, 0.0, 1.0, 0.0);
#ifdef GL_VERSION_1_1
glBindTexture(GL_TEXTURE_1D, texName);
#endif
//glutSolidTeapot(2.0);
glutSolidSphere(0.8, 32, 32);
glPopMatrix();
glFlush();
glPushMatrix();
glTranslated(1, 2, -3);
glRotatef(roangles1, 1.0, 0.0, 0.0);
glRotatef(roangles3, 0.0, 1.0, 0.0);
#ifdef GL_VERSION_1_1
glBindTexture(GL_TEXTURE_1D, texName);
#endif
//glutSolidTeapot(2.0);
glTranslated(-1, -3, -0);
glRotatef(90, 1.0f, 0.0f, 0.0f);
glRotatef(180, 0.0f, 1.0f, 0.0f);
glRotatef(-30, 0.0f, 0.0f, 1.0f);
glutSolidCone(1, 2, 32, 32);
glPopMatrix();
glFlush();
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
glOrtho(-3.5, 3.5, -3.5*(GLfloat)h / (GLfloat)w,
3.5*(GLfloat)h / (GLfloat)w, -3.5, 3.5);
else
glOrtho(-3.5*(GLfloat)w / (GLfloat)h,
3.5*(GLfloat)w / (GLfloat)h, -3.5, 3.5, -3.5, 3.5);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void idle()
{
roangles += 0.1f;
glutPostRedisplay();
}
int main(int argc, char** argv)
{
glutInit(&argc;, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(600, 600);
glutInitWindowPosition(100, 100);
glutCreateWindow(argv[0]);
//glutIdleFunc(idle);
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutSpecialFunc(SpecialKeys);
glutMainLoop();
return 0;
}