opengl本来就可以绘制3d图形,坐标都是3维甚至4维的(第四维是w,不是真正意义上的维度),
监听键盘上下左右键,使其围绕x轴、y轴旋转,没有围绕Z轴旋转。
绘制圆锥,需要启用深度检测glEnable(GL_DEPTH_TEST);,不然看到的图形不是根据远近遮挡的,而是根据现后顺序遮挡的
#include
#include
#define _USE_MATH_DEFINES
#include
// GLEW
#include
// GLFW
#include
GLuint WIDTH = 400, HEIGHT = 400;
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
void windowResize_callback(GLFWwindow* window, int width, int height);
void DrawCoordinate()
{
glBegin(GL_LINES);
glColor3f(1.0f, 0.0f, 0.0f);
glVertex3f(-0.8, 0, 0);
glVertex3f(0.8, 0, 0);
glColor3f(0.0f, 1.0f, 0.0f);
glVertex3f(0, -0.8, 0);
glVertex3f(0, 0.8, 0);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex3f(0, 0, -0.8);
glVertex3f(0, 0, 0.8);
glEnd();
}
GLfloat xRot = 0.0f;
GLfloat yRot = 0.0f;
void Draw3d(void)
{
int ipvot = 0;
GLfloat x, y, angle;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // 清除屏幕和深度缓存
glLoadIdentity();
//glPushMatrix();
glRotatef(xRot, 1.0f, 0.0f, 0.0f);
glRotatef(yRot, 0.0f, 1.0f, 0.0f);
glBegin(GL_TRIANGLE_FAN);
glVertex3f(0.0f, 0.0f, 0.0f);
for (angle = 0; angle <= (2.001f * M_PI); angle += (M_PI / 32.0f))
{
x = 0.60f * sin(angle);
y = 0.60f * cos(angle);
if (ipvot % 2 == 0) glColor3f(0.0f, 1.0f, 1.0f);
else glColor3f(0.0f, 0.0f, 0.0f);
ipvot++;
glVertex3f(x, y, 0.0f);
}
glEnd();
glBegin(GL_TRIANGLE_FAN);
glVertex3f(0.0f, 0.0f, 0.75f);
for (angle = 0.0f; angle <= (2.001f * M_PI); angle += (M_PI / 32.0f))
{
x = 0.50f * sin(angle);
y = 0.50f * cos(angle);
if (ipvot % 2 == 0) glColor3f(0.0f, 1.0f, 0.0f);
else glColor3f(1.0f, 0.0f, 0.0f);
ipvot++;
glVertex3f(x, y, 0.0f);
}
glEnd();
DrawCoordinate();
//glPopMatrix();
}
void render(GLFWwindow* window)
{
glClearColor(1.0f, 0.8f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
//DrawLine();
//DrawBezier();
Draw3d();
}
void initWindow(GLFWwindow* window)
{
glfwMakeContextCurrent(window);
//设置按键回调
glfwSetKeyCallback(window, key_callback);
//设置窗口大小改变的回调,让绘画区域在窗口中间
glfwSetWindowSizeCallback(window, windowResize_callback);
}
void initParam()
{
//显示规则:窗口左下角坐标为0,0;所以下行代码表示在窗口左下角向右向上的400个像素单位作为画布
glViewport(0, 0, WIDTH, HEIGHT);//设置显示区域400*400,但是可以拖动改变窗口大小
glLineWidth(3.0);//设置线条宽度,3个像素
glEnable(GL_BLEND);
glEnable(GL_POINT_SMOOTH);
glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);//设置点圆滑
glEnable(GL_LINE_SMOOTH);
glHint(GL_LINE_SMOOTH_HINT, GL_FASTEST);//设置线光滑
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
int main()
{
glfwInit();
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "OpenGL", nullptr, nullptr);
if (window == nullptr)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
initWindow(window);
if (glewInit() != GLEW_OK)
{
std::cout << "Failed to initialize GLEW" << std::endl;
return -1;
}
initParam();
// Game loop
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
render(window);
glfwSwapBuffers(window);
}
// Terminate GLFW, clearing any resources allocated by GLFW.
glfwTerminate();
return 0;
}
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
{
if (key == GLFW_KEY_UP)
xRot -= 5.0f;
else if (key == GLFW_KEY_DOWN)
xRot += 5.0f;
else if (key == GLFW_KEY_LEFT)
yRot -= 5.0f;
else if (key == GLFW_KEY_RIGHT)
yRot += 5.0f;
}
void windowResize_callback(GLFWwindow* window, int width, int height)
{
WIDTH = HEIGHT = width > height ? height : width;
//左下角是0, 0坐标, x,y说就是相对于左下角的像素距离
glViewport((width - WIDTH) / 2, (height - HEIGHT) / 2, WIDTH, HEIGHT);
}
效果: