用OpenGL 的接口直接创出对应的实心球,圆锥体,圆环。效果如下:
需要导入相应的GL 库:
可以根据“+” 增加 slices 以Z轴上线段为直径分布的圆周线的条数(将Z轴看成地球的地轴,类似于经线)stacks 围绕在Z轴周围的线的条数(类似于地球上纬线)
#include "stdafx.h"
#include "Windows.h"
#include "math.h"
#include "stdlib.h"
#include "gl/GL.h"
#include "gl/GLU.h"
#include "gl/glut.h"
static int slices = 16;
static int stacks = 16;
static void resize(int width, int height)
{
const float ar = (float)width / (float)height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
static void display()
{
const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
const double a = t*90.0;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3d(0, 1, 0);
glPushMatrix();
glTranslated(-2.4, 1.2, -6);
glRotated(60, 1, 0, 0);
glRotated(a, 0, 0, 1);
glutSolidSphere(1, slices, stacks);//实心球
glPopMatrix();
glPushMatrix();
glTranslated(0, 1.2, -6);
glRotated(60, 1, 0, 0);
glRotated(a, 0, 0, 1);
glutSolidCone(1, 1, slices, stacks);//实心圆锥体
glPopMatrix();
glPushMatrix();
glTranslated(2.4, 1.2, -6);
glRotated(60, 1, 0, 0);
glRotated(a, 0, 0, 1);
glutSolidTorus(0.2, 0.8, slices, stacks);//实心圆环环
glPopMatrix();
glPushMatrix();
glTranslated(-2.4, -1.2, -6);
glRotated(60, 1, 0, 0);
glRotated(a, 0, 0, 1);
glutWireSphere(1, slices, stacks);//网格球体
glPopMatrix();
glPushMatrix();
glTranslated(0, -1.2, -6);
glRotated(60, 1, 0, 0);
glRotated(a, 0, 0, 1);
glutWireCone(1, 1, slices, stacks);//网格圆锥体
glPopMatrix();
glPushMatrix();
glTranslated(2.4, -1.2, -6);
glRotated(60, 1, 0, 0);
glRotated(a, 0, 0, 1);
glutWireTorus(0.2, 0.8, slices, stacks);//网格圆环
glPopMatrix();
glutSwapBuffers();
}
static void key(unsigned char key, int x, int y)
{
switch (key)
{
case 27:
case 'q':
exit(0);
break;
case '+':
slices++;
stacks++;
break;
case '-':
if (slices>3 && stacks>3)
{
slices--;
stacks--;
}
break;
}
glutPostRedisplay();
}
static void idle()
{
glutPostRedisplay();
}
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
/**//* Program entry point */
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(640, 480);
glutInitWindowPosition(10, 10);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutCreateWindow("FreeGLUT Shapes");
glutReshapeFunc(resize);
glutDisplayFunc(display);
glutKeyboardFunc(key);
glutIdleFunc(idle);
glClearColor(1, 1, 1, 1);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
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, high_shininess);
glutMainLoop();
return EXIT_SUCCESS;
}