元旦上的图形学的外教
Opengl编程
前几个实验挺简单的 实现一些基本的点 线 面 多年变形的绘制 颜色的变化 位置的改变 等
最后一个实验 绝对的坑 到现在也没懂那是什么
大作业为house 要有房子,树,太阳等
效果如下
//#include //头文件 到时候需要改一下 此头文件在codeblocks环境下运行
#include //此头文件在vs环境下运行
#include
#include
#include
using std::cout;
#define _USE_MATH_DEFINES // for C++
#include
GLfloat w = 700;
GLfloat h = 700;
double rotate_x = 0.0;
double rotate_y = 0.0;
# define white 1.0 , 1.0 , 1.0 // 对颜色的宏定义
# define green 0.0 , 0.502, 0.0
# define red 1.0 , 0.0 , 0.0
# define gray 0.502, 0.502,0.502
# define hgray 0.117, 0.180,0.227
# define blue 0.0 , 0.0 , 1.0
# define pi 3.14159265
# define gold 1.0,215.0/255.0,0.0
# define hgreen 0.0,100.0/255.0,0.0
# define brown 210.0/255.0, 105.0/255.0, 30.0/255.0
# define men 244.0/255.0 ,164.0/255.0 , 96.0/255.0
# define menba 139.0/255.0 ,69.0/255.0,19.0/255.0
double fang[8][3]; // 定义长方体的8个顶点
// 定义constract函数 当给定长方体的最里面的点时,
// 计算其余的7个顶点 并赋值给fang
double san[8][3]; // 定义地面为梯形的长方体
void drawSphere(double r, int lats, int longs,double x,double y,double z) {
int i, j;
for(i = 0; i <= lats; i++) {
double lat0 = pi * (-0.5 + (double) (i - 1) / lats); // M_PI
double z0 = sin(lat0);
double zr0 = cos(lat0);
double lat1 = pi * (-0.5 + (double) i / lats);
double z1 = sin(lat1);
double zr1 = cos(lat1);
glBegin(GL_QUAD_STRIP);
glScaled(100,100,100);
for(j = 0; j <= longs; j++) {
double lng = 2 * pi * (double) (j - 1) / longs;
double x = cos(lng);
double y = sin(lng);
glNormal3f(x * zr0, y * zr0, z0);
glVertex3f(zr0, zr0, z0);
glNormal3f(x * zr1, y * zr1, z1);
glVertex3f(zr1, zr1, z1);
}
glEnd();
}
}
void cons(double x,double y,double z,double x1,double y1,double z1){
san[0][0] = x;
san[0][1] = y;
san[0][2] = z; // 第0个点
san[1][0] = x;
san[1][1] = y;
san[1][2] = z+z1; // 第1个点
san[4][0] = x;
san[4][1] = y+y1;
san[4][2] = z; // 第4个点
san[5][0] = x;
san[5][1] = y+y1;
san[5][2] = z+z1/2; // 第5个点
for(int i=0;i<3;i++){
if(i==0){
san[3][i]=san[0][i]+x1;
san[2][i]=san[1][i]+x1;
san[6][i]=san[4][i]+x1;
san[7][i]=san[5][i]+x1;
}else{
san[3][i]=san[0][i];
san[2][i]=san[1][i];
san[6][i]=san[4][i];
san[7][i]=san[5][i];
}
}
}
void constract(double x,double y,double z,double x1,double y1,double z1){
fang[0][0] = x;
fang[0][1] = y;
fang[0][2] = z; // 第0个点
fang[1][0] = x;
fang[1][1] = y;
fang[1][2] = z+z1; // 第一个点
fang[2][0] = x+x1;
fang[2][1] = y;
fang[2][2] = z+z1; // 第二个点
fang[3][0] = x+x1;
fang[3][1] = y;
fang[3][2] = z; // 第三个点
for(int i=0;i<4;i++){ // for()循环来完成其余的四个点
for(int j=0;j<3;j++){
if(j==1)
fang[i+4][j]=fang[i][j]+y1;
else
fang[i+4][j]=fang[i][j];
}
}
}
void build2(){
glBegin(GL_POLYGON);
//glColor3f(red);
glNormal3f(0.0,-1.0,0.0);
glVertex3f(san[0][0],san[0][1],san[0][2]);
glVertex3f(san[1][0],san[1][1],san[1][2]);
glVertex3f(san[2][0],san[2][1],san[2][2]);
glVertex3f(san[3][0],san[3][1],san[3][2]);
glEnd(); // 下底
glBegin(GL_POLYGON);
//glColor3f(green);
glNormal3f(-1.0,0.0,0.0);
glVertex3f(san[1][0],san[1][1],san[1][2]);
glVertex3f(san[0][0],san[0][1],san[0][2]);
glVertex3f(san[4][0],san[4][1],san[4][2]);
glVertex3f(san[5][0],san[5][1],san[5][2]);
glEnd(); // 左面
glBegin(GL_POLYGON);
//glColor3f(green);
glNormal3f(1.0,0.0,0.0);
glVertex3f(san[7][0],san[7][1],san[7][2]);
glVertex3f(san[6][0],san[6][1],san[6][2]);
glVertex3f(san[3][0],san[3][1],san[3][2]);
glVertex3f(san[2][0],san[2][1],san[2][2]);
glEnd(); // 右面
glBegin(GL_POLYGON);
//glColor3f(green);
glNormal3f(0.0,0.0,1.0);
glVertex3f(san[5][0],san[5][1],san[5][2]);
glVertex3f(san[6][0],san[6][1],san[6][2]);
glVertex3f(san[2][0],san[2][1],san[2][2]);
glVertex3f(san[1][0],san[1][1],san[1][2]);
glEnd(); // 前面
glBegin(GL_POLYGON);
//glColor3f(green);
glNormal3f(0.0,0.0,-1.0);
glVertex3f(san[0][0],san[0][1],san[0][2]);
glVertex3f(san[3][0],san[3][1],san[3][2]);
glVertex3f(san[7][0],san[7][1],san[7][2]);
glVertex3f(san[4][0],san[4][1],san[4][2]);
glEnd(); // 后面
glBegin(GL_POLYGON);
//glColor3f(red);
glNormal3f(0.0,1.0,0.0);
glVertex3f(san[4][0],san[4][1],san[4][2]);
glVertex3f(san[7][0],san[7][1],san[7][2]);
glVertex3f(san[6][0],san[6][1],san[6][2]);
glVertex3f(san[5][0],san[5][1],san[5][2]);
glEnd(); // 上面
}
void build(){
glBegin(GL_POLYGON);
//glColor3f(red);
glNormal3f(0.0,-1.0,0.0);
glVertex3f(fang[0][0],fang[0][1],fang[0][2]);
glVertex3f(fang[1][0],fang[1][1],fang[1][2]);
glVertex3f(fang[2][0],fang[2][1],fang[2][2]);
glVertex3f(fang[3][0],fang[3][1],fang[3][2]);
glEnd(); // 下底
glBegin(GL_POLYGON);
//glColor3f(green);
glNormal3f(-1.0,0.0,0.0);
glVertex3f(fang[1][0],fang[1][1],fang[1][2]);
glVertex3f(fang[0][0],fang[0][1],fang[0][2]);
glVertex3f(fang[4][0],fang[4][1],fang[4][2]);
glVertex3f(fang[5][0],fang[5][1],fang[5][2]);
glEnd(); // 左面
glBegin(GL_POLYGON);
//glColor3f(green);
glNormal3f(1.0,0.0,0.0);
glVertex3f(fang[7][0],fang[7][1],fang[7][2]);
glVertex3f(fang[6][0],fang[6][1],fang[6][2]);
glVertex3f(fang[2][0],fang[2][1],fang[2][2]);
glVertex3f(fang[3][0],fang[3][1],fang[3][2]);
glEnd(); // 右面
glBegin(GL_POLYGON);
//glColor3f(green);
glNormal3f(0.0,0.0,1.0);
glVertex3f(fang[5][0],fang[5][1],fang[5][2]);
glVertex3f(fang[6][0],fang[6][1],fang[6][2]);
glVertex3f(fang[2][0],fang[2][1],fang[2][2]);
glVertex3f(fang[1][0],fang[1][1],fang[1][2]);
glEnd(); // 前面
glBegin(GL_POLYGON);
//glColor3f(green);
glNormal3f(0.0,0.0,-1.0);
glVertex3f(fang[0][0],fang[0][1],fang[0][2]);
glVertex3f(fang[3][0],fang[3][1],fang[3][2]);
glVertex3f(fang[7][0],fang[7][1],fang[7][2]);
glVertex3f(fang[4][0],fang[4][1],fang[4][2]);
glEnd(); // 后面
glBegin(GL_POLYGON);
//glColor3f(red);
glNormal3f(0.0,1.0,0.0);
glVertex3f(fang[4][0],fang[4][1],fang[4][2]);
glVertex3f(fang[7][0],fang[7][1],fang[7][2]);
glVertex3f(fang[6][0],fang[6][1],fang[6][2]);
glVertex3f(fang[5][0],fang[5][1],fang[5][2]);
glEnd(); // 上面
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); //增加M矩阵
glRotatef(rotate_x,1.0,0.0,0.0);
glRotatef(rotate_y,0.0,1.0,0.0);
glTranslatef(-270,0,-270);
glScalef(1.5,1.5,1.5);
//****************************增加地面底板(颜色为 绿色)********
glBegin(GL_POLYGON);
constract(0,0,0,500,10,500);
glColor3f(green);
build();
//****************************增加小路(颜色 深灰色)***************************
glBegin(GL_POLYGON);
constract(0,0,500,500,10,100);
glColor3f(gray);
build();
//****************************增加车库底板(颜色 深灰色)****************
glBegin(GL_POLYGON);
constract(330,20,250,140,1,250);
glColor3f(gray);
build();
//****************************增加斑马线(颜色为 白色)********
for(int i=0;i<5;i++){
glBegin(GL_POLYGON);
constract(i*100,10,500+45,40,1,10);
glColor3f(white);
build();
}
//****************************增加栅栏基座(颜色为 白色)********
glBegin(GL_POLYGON);
constract(10,10,10,20,20,480);
glColor3f(white);
build(); // 对应于A点
constract(30,10,10,440,20,20);
glColor3f(white);
build(); // 对应于B点
constract(470,10,10,20,20,480);
glColor3f(white);
build(); // 对应于C点
constract(30,10,470,100,20,20);
glColor3f(white);
build(); // 对应于D点
constract(230,10,470,100,20,20);
glColor3f(white);
build(); // 对应于F点
//****************************增加栅栏柱子(颜色为 白色)********
glBegin(GL_POLYGON);
constract(10,10,10,20,50,20);
glColor3f(white);
build(); // 对应于A点
glBegin(GL_POLYGON);
constract(470,10,10,20,50,20);
glColor3f(white);
build(); // 对应于C点
glBegin(GL_POLYGON);
constract(230,10,470,20,50,20);
glColor3f(white);
build(); // 对应于F点
glBegin(GL_POLYGON);
constract(10,10,470,20,50,20);
glColor3f(white);
build(); // 对应于E点
glBegin(GL_POLYGON);
constract(470,10,470,20,50,20);
glColor3f(white);
build(); // 对应于G点
glBegin(GL_POLYGON);
constract(310,10,470,20,50,20);
glColor3f(white);
build(); // 对应于H点
glBegin(GL_POLYGON);
constract(110,10,470,20,50,20);
glColor3f(white);
build(); // 对应于I点
//****************************增加栅栏(颜色为 深灰色)********
glColor3f(hgray);
for(int i=35;i<470;i+=25)
{
constract(15,20,i,6,30,6);
build(); //左边竖条
}
for(int i=35;i<470;i+=25)
{
constract(475,20,i,6,30,6);
build(); // 右边竖条
}
for(int i=35;i<470;i+=25)
{
constract(i,20,15,6,30,6);
build(); // 上边横条
}
for(int i=35;i<110;i+=25)
{
constract(i,20,485,6,30,6);
build(); // 下边横条1
}
for(int i=250;i<310;i+=25)
{
constract(i,20,485,6,30,6);
build(); // 下边横条2
}
//****************************增加车库墙(颜色为 白色)********
glColor3f(white);
constract(320,10,250,10,100,220);
build();
constract(460,10,250,10,100,220);
build();
//****************************增加车库顶棚(颜色为 深灰色)********
glColor3f(hgray);
constract(320,110,250,150,10,220);
build();
//****************************增加卧室和客厅的墙壁(颜色为 白色)********
glColor3f(white);
constract(50,10,50,12,150,200);
build(); //左墙壁
glColor3f(white);
constract(438,10,50,12,150,200);
build(); //右墙壁
glColor3f(white);
constract(62,10,50,376,150,12);
build(); //上墙壁
glColor3f(white);
constract(62,10,235,376,50,12);
build(); //下墙壁1
glColor3f(white);
constract(62,60,235,50,50,12);
build(); //下墙壁2
glColor3f(white);
constract(162,60,235,276,50,12);
build(); //下墙壁3
glColor3f(white);
constract(62,110,235,376,50,12);
build(); //下墙壁4
//****************************增加卧室和客厅的玻璃(颜色为 白色)********
glColor4f(blue,0.35);
constract(62+50,60,235,50,50,12);
build();
//****************************增加车库玻璃(颜色为 深灰色)********
glColor4f(blue,0.35);
constract(330,22,450,130,90,10);
build();
//****************************增加房顶 (颜色 红色)************
glColor3f(red);
cons(50,160,140,400,27,110);
build2();
cons(50,187,140,400,27,90);
build2();
cons(50,214,140,400,27,70);
build2();
cons(50,241,140,400,15,50);
build2();
glColor3f(red);
cons(50,160,140,400,27,-110);
build2();
cons(50,187,140,400,27,-90);
build2();
cons(50,214,140,400,27,-70);
build2();
cons(50,241,140,400,15,-50);
build2();
//************************************* 门*************
glColor3f(men);
constract(230,10,250,50,100,5);
build(); //门面
glColor3f(menba);
constract(235,60,255,5,5,5);
build(); //门把手
//**************************************小路*************
for(int i=0;i<6;i++)
{
glColor3f(brown);
constract(235-i*15,10,250+i*40,40,2,20);
build();
}
//**************************************太阳*************
glColor3f(gold);
glTranslatef(250,400,0);
glutSolidSphere(35.0, 20, 20);
glTranslatef(-250,-400,0);
//**************************************树干*************
glColor3f(brown);
constract(60,10,390,15,70,15);
build();
//**************************************树叶*************
glColor3f(hgreen);
glTranslatef(60,70,400);
glutSolidSphere(25.0, 20, 20); //球1
glTranslatef(20,0,0);
glutSolidSphere(25.0, 20, 20); //球2
glTranslatef(-10,0,-10);
glutSolidSphere(25.0, 20, 20); //球3
glTranslatef(0,0,20);
glutSolidSphere(25.0, 20, 20); //球4
glTranslatef(0,10,-10);
glutSolidSphere(25.0, 20, 20); //球4
glFlush(); // 刷新
glutSwapBuffers();//还要加上swapbuffer函数
}
void init(void)
{
GLfloat sun_direction[] = { 100.0, 100.0, 100.0, 0.0 };
GLfloat sun_intensity[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat ambient_intensity[] = { 0.5, 0.5, 0.5, 1.0 };
glEnable(GL_LIGHTING); // Set up ambient light.
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient_intensity);
glEnable(GL_LIGHT0); // Set up sunlight.
glLightfv(GL_LIGHT0, GL_POSITION, sun_direction);
glLightfv(GL_LIGHT0, GL_DIFFUSE, sun_intensity);
glEnable(GL_COLOR_MATERIAL); // Configure glColor().
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
cout << "The OpenGL version is: " << glGetString(GL_VERSION) << "\n";
cout << glGetString(GL_VENDOR) << "\n";
glLineWidth(5);
glClearColor( 0.0 ,0.0, 0.0, 0.0); //定义背景颜色--> black
glEnable(GL_BLEND); // 打开混合
glDisable(GL_DEPTH_TEST); // 关闭深度测试
glBlendFunc(GL_SRC_ALPHA, GL_ONE); // 基于源象素alpha通道值的半透明混合函数
glMatrixMode(GL_PROJECTION); // 貌似和视角有关的定义 places the camera at (0,0,0) and faces it along(0,0,-1).
glOrtho(-w , w , -h, h , -w, w); // specify clipping volume
}
void specialkeys(int key,int x,int y){
if(key==GLUT_KEY_RIGHT)
rotate_y +=5;
else if(key==GLUT_KEY_LEFT)
rotate_y -=5;
else if(key==GLUT_KEY_UP)
rotate_x +=5;
else if(key==GLUT_KEY_DOWN)
rotate_x -=5;
glutPostRedisplay();
}
int main(int argc, char** argv) // main函数 增加鼠标和键盘事件
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize(w, h);
glutInitWindowPosition(100, 100);
glutCreateWindow("A House");
init();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_DEPTH_TEST);
glutDisplayFunc(display);
glutSpecialFunc(specialkeys);
glutMainLoop();
return 0;
}