1.我提供一个不需要配置环境就可运行的源码。
glut.h放在项目上一层include/gl目录。
glut.lib和glut32.lib放在上一层lib目录。
glut.dll和glut32.dll放exe同目录。
2.不需要配置环境变量。
3.头文件glut.h和库文件glut.lib与glut32.lib
这是include和lib
设计
#include#include "Shell.h" #include "Box.h" #include "Matrix.h" void myDisplay(void) { glClear(GL_COLOR_BUFFER_BIT); glRectf(-0.5f, -0.5f, 0.5f, 0.5f); glFlush(); } int main(int argc, char *argv[]) { //炮弹发射 Shell(argc,argv); //方块世界 //Box(argc,argv); //矩阵变换 //Matrix(argc,argv); return 0; glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE); glutInitWindowPosition(100, 100); glutInitWindowSize(400, 400); glutCreateWindow("第一个OpenGL程序"); glutDisplayFunc(&myDisplay); glutMainLoop(); return 0; }
Shell.h
#include "Shell.h" GLfloat f_Speed = 80.0f; GLfloat f_X = -70; GLfloat f_Y = -70; GLfloat f_Agle = 45; void Shell_Reshape(GLsizei w,GLsizei h)//重绘回调 { GLfloat aspectRatio; //防止被0所除 if (h==0) { h=1; } //把视口设置为窗口的大小 glViewport(0,0,w,h); //重置坐标系统 glMatrixMode(GL_PROJECTION); glLoadIdentity(); //建立裁剪区域(左,右,底,顶,近,远) aspectRatio = (GLfloat)w / (GLfloat)h; if(w <= h) glOrtho(-100.0, 100.0, -100 / aspectRatio, 100.0 / aspectRatio, 1.0, -1.0); else glOrtho(-100.0 * aspectRatio, 100.0*aspectRatio, -100.0, 100.0, 1.0, -1.0); // glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } //设置渲染状态 void Shell_SetupRC(void) { glClearColor(0.0f,0.0f,0.0f,1.0f); } //绘制场景 void Shell_RenderScene(void) { //用当前清除颜色清除窗口 glClear(GL_COLOR_BUFFER_BIT); //画速度指示条 //绿色 glColor3f(0.0f,1.0f,0.0f); //平移 glPushMatrix(); glTranslatef(0.0f,80.0f,0.0f); glTranslatef(-90.0f,0.0f,0.0f); //指示条 glRectf(0.0f, 0.0f, f_Speed, 10.0f); //还原 glPopMatrix(); //画炮台 //灰色 glColor3f(1.0f,1.0f,1.0f); //平移 glPushMatrix(); glTranslatef(-77.0f,-86.0f,0.0f); //炮台 glBegin(GL_POLYGON); glVertex2f(0.0f, 0.0f); glVertex2f(13.0f, 0.0f); glVertex2f(10.0f, 16.0f); glVertex2f(3.0f, 16.0f); glVertex2f(0.0f, 0.0f); glEnd(); //还原 glPopMatrix(); //画炮管 //灰色 glColor3f(1.0f,0.0f,1.0f); //平移 glPushMatrix(); glTranslatef(-70.0f,-70.0f,0.0f); glRotatef(f_Agle,0.0,0.0,1.0); //炮管 glBegin(GL_POLYGON); glVertex2f(-5.0f, 5.0f); glVertex2f(45.0f, 5.0f); glVertex2f(45.0f, -5.0f); glVertex2f(-5.0f, -5.0f); glVertex2f(-5.0f, 5.0f); glEnd(); //还原 glPopMatrix(); //画炮弹 //红色 glColor3f(1.0f,0.0f,0.0f); //平移 glPushMatrix(); glTranslatef(f_X,0,0.0f); glTranslatef(0,f_Y,0.0f); glRotatef(f_Agle-45,0.0,0.0,1.0); //炮弹 glBegin(GL_TRIANGLES); glVertex3f(-5.0f,5.0f, 0.0f); glVertex3f(5.0f,5.0f, 0.0f); glVertex3f(5.0f,-5.0f, 0.0f); glEnd(); //还原 glPopMatrix(); //刷新绘图命令 glFlush(); } void Shell_SpecialKeys(int key, int x, int y)//特殊按键F1之类 { GLfloat fOld = f_Speed; switch(key) { case GLUT_KEY_DOWN: f_Agle -= 5; break; case GLUT_KEY_UP: f_Agle += 5; break; case GLUT_KEY_LEFT: f_Speed -= 10.0f; break; case GLUT_KEY_RIGHT: f_Speed += 10.0f; break; } if (f_Speed < 10.0f || f_Speed > 180.0f) { f_Speed = fOld; return; } if (f_Agle < 0) { f_Agle = 0; return; } if (f_Agle > 90) { f_Agle = 90; return; } glutPostRedisplay();//重绘消息 } void Shell_timer(int id)//定时器 { f_X += 5.0f * cos((f_Agle/180)*Pi); f_Y += 5.0f * sin((f_Agle/180)*Pi); glutPostRedisplay(); glutTimerFunc((190-f_Speed)*5,Shell_timer,5);//需要在函数中再次调用,才能完成循环。 } void Shell_key(unsigned char key,int x,int y)//键盘鼠标事件 { if (key == ' ') { f_X = -70; f_Y = -70; } glutPostRedisplay();//重绘消息 } //main调用 int Shell(int argc, char* argv[]) { glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB); glutInitWindowSize(500,500);//窗体大小 glutInitWindowPosition(500,100);//起始位置 glutCreateWindow("炮弹发射");//创建窗体 glutDisplayFunc(Shell_RenderScene);//类OnDraw() glutReshapeFunc(Shell_Reshape);//重绘回调 glutKeyboardFunc(Shell_key);//键盘事件 glutSpecialFunc(Shell_SpecialKeys);//特殊按键F1之类 glutTimerFunc((190-f_Speed)*5,Shell_timer,5); Shell_SetupRC();//类Init() cout<<"上下键控制角度,左右键控制发射速度。"<
Box.cpp
#include "Box.h" double rotatex=0,rotatey=0,rotatez=0; double movex=0,movey=0,movez=0; double zoomx=0.5,zoomy=0.5,zoomz=0.5; vectorvecCube; void Box_Init(void) { glClearColor(0.0,0.0,0.0,0.0);//黑色清屏 AddCube(1,1,1,0,0,1); AddCube(0,0,0,1,0,1); AddCube(-1,-1,0,0,1,1); } void AddCube(int x,int y,GLfloat fR,GLfloat fG,GLfloat fB,GLfloat fWidth) { structCube cube; cube.x = x; cube.y = y; cube.fR = fR; cube.fG = fG; cube.fB = fB; cube.fWidth = fWidth; vecCube.push_back(cube); } void Box_Display(void) { // glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-2.0*64/48.0,2.0*64/48.0,-2.0,2.0,0.1,100); // glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(2.0,2.0,2.0,0.7,0.7,0.0,0.0,1.0,0.0);//设置相机 glClear(GL_COLOR_BUFFER_BIT); //变换 glPushMatrix(); //平移 glTranslatef (movex + 2,0.0, 0.0);//x轴平移 glTranslatef (0.0, movey + 2, 0.0);//y轴平移 //旋转 glRotatef (rotatez, 0.0, 0.0, 1.0);//z轴旋转 glRotatef (rotatex, 1.0, 0.0, 0.0);//x轴旋转 glRotatef (rotatey, 0.0, 1.0, 0.0);//y轴旋转 //缩放 glScalef(zoomx,zoomy,zoomz);//缩放 for(vector ::iterator iter=vecCube.begin();iter!=vecCube.end();iter++) { DrawCube(iter->x,iter->y,iter->fR,iter->fG,iter->fB,iter->fWidth); } //还原 glPopMatrix(); glFlush();//绘图 } void DrawCube(int x,int y,GLfloat fR,GLfloat fG,GLfloat fB,GLfloat fWidth) { glColor3d(fR,fG,fB);//设置立方体边颜色 GLfloat fX = (GLfloat)x; GLfloat fY = (GLfloat)y; fX = (fX - 400) / 400; fY = (fY - 400) / 400; //cout<
Matrix.cpp
#include "Matrix.h" void Matrix_Reshape(GLsizei w,GLsizei h)//重绘回调 { GLfloat aspectRatio; //防止被0所除 if (h==0) { h=1; } //把视口设置为窗口的大小 glViewport(0,0,w,h); //重置坐标系统 glMatrixMode(GL_PROJECTION); glLoadIdentity(); //建立裁剪区域(左,右,底,顶,近,远) aspectRatio = (GLfloat)w / (GLfloat)h; if(w <= h) glOrtho(-100.0, 100.0, -100 / aspectRatio, 100.0 / aspectRatio, 1.0, -1.0); else glOrtho(-100.0 * aspectRatio, 100.0*aspectRatio, -100.0, 100.0, 1.0, -1.0); // glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } //设置渲染状态 void Matrix_Init(void) { glClearColor(0.0f,0.0f,0.0f,1.0f); } //绘制场景 void Matrix_Display(void) { //用当前清除颜色清除窗口 glClear(GL_COLOR_BUFFER_BIT); //把当前矩阵设置为模型视力矩阵,并进行重置。 glMatrixMode(GL_MODELVIEW); glLoadIdentity(); //画球体 glutSolidSphere(10,25,25); /* //沿y轴正方向移动10个单位 glTranslatef(0,50,0); //绘制第一个球体 glutSolidSphere(10,25,25); //再次重置模型视力矩阵 glLoadIdentity(); //沿x轴正方向移动10个单位 glTranslatef(50,0,0); //绘制第二个球体 glutSolidSphere(10,25,25); */ glPushMatrix(); //沿y轴正方向移动10个单位 glTranslatef(0,50,0); //绘制第一个球体 glutSolidSphere(10,25,25); glPopMatrix(); // glPushMatrix(); //沿x轴正方向移动10个单位 glTranslatef(50,0,0); //绘制第二个球体 glutSolidSphere(10,25,25); glPopMatrix(); //刷新绘图命令 glFlush(); } //main调用 int Matrix(int argc, char* argv[]) { glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB); glutInitWindowSize(500,500);//窗体大小 glutInitWindowPosition(500,100);//起始位置 glutCreateWindow("矩形转换");//创建窗体 glutDisplayFunc(Matrix_Display);//类OnDraw() glutReshapeFunc(Matrix_Reshape);//重绘回调 Matrix_Init();//类Init() cout<<"提示信息。"<
参考
http://www.cnblogs.com/greatverve/archive/2013/01/02/openGL-HelloWorld.html