#include
#include
#include
#pragma comment(lib, "opengl32.lib")
#pragma comment(lib, "glut32.lib")
#pragma comment(lib, "glu32.lib")
#pragma comment(lib, "glut.lib")
#include
void Cube() //正方体
{
glBegin(GL_QUAD_STRIP);//填充凸多边形
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 1.0f, 0.0f);
glVertex3f(1.0f, 0.0f, 0.0f);
glVertex3f(1.0f, 1.0f, 0.0f);
glVertex3f(1.0f, 0.0f, -1.0f);
glVertex3f(1.0f, 1.0f, -1.0f);
glVertex3f(0.0f, 0.0f, -1.0f);
glVertex3f(0.0f, 1.0f, -1.0f);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 1.0f, 0.0f);
glEnd();
glBegin(GL_QUAD_STRIP);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(1.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 0.0f, -1.0f);
glVertex3f(1.0f, 0.0f, -1.0f);
glVertex3f(0.0f, 1.0f, 0.0f);
glVertex3f(1.0f, 1.0f, 0.0f);
glVertex3f(0.0f, 1.0f, -1.0f);
glVertex3f(1.0f, 1.0f, -1.0f);
glEnd();
}
void Circle() //圆面
{
glBegin(GL_TRIANGLE_FAN);//扇形连续填充三角形串
glVertex3f(0.0f, 0.0f, 0.0f);
int i = 0;
for (i = 0; i <= 375; i += 15)
{
float p = i * 3.14 / 180;
glVertex3f(sin(p), cos(p), 0.0f);
}
glEnd();
}
void Cylinder() //圆柱
{
glBegin(GL_QUAD_STRIP);//连续填充四边形串
int i = 0;
for (i = 0; i <= 375; i += 15)
{
float p = i * 3.14 / 180;
glVertex3f(sin(p), cos(p), 1.0f);
glVertex3f(sin(p), cos(p), 0.0f);
}
glEnd();
Circle();
glTranslatef(0, 0, 1);
Circle();
}
void Cone() //圆锥
{
glBegin(GL_QUAD_STRIP);//连续填充四边形串
int i = 0;
for (i = 0; i <= 390; i += 15)
{
float p = i * 3.14 / 180;
glVertex3f(0, 0, 1.0f);
glVertex3f(sin(p), cos(p), 0.0f);
}
glEnd();
Circle();
}
void AirPlane(float x, float y, float z)
{
static float i = 0, f = 0;
i += 0.1;
f += 0.01;
if (i > 360)
i = 0;
if (f > 360)
f = 0;
glPushMatrix();
glTranslatef(x, y, z);
glRotatef(f, 1, 1, 1);
glPushMatrix();
glColor3f(0.5, 1.5, 0.5);
glRotatef(i, 0, 1, 0);
glTranslatef(0, 0, 0.5);
glScalef(0.1, 0.05, 1);
Cube(); //螺旋桨
glPopMatrix();
glTranslatef(0, -0.1, 0);
glScalef(0.1, 0.1, 0.1);
Cube();
glScalef(10, 10, 10);
glColor3f(1, 0, 1);
glTranslatef(0.04, -0.05, -0.9);
glScalef(0.1, 0.1, 1.5);
Cylinder();
glColor3f(0, 1, 0);
glScalef(1, 1, 0.2);
Cone();
glColor3f(0, 1, 1);
glTranslatef(0, 0.7, -4.5);
glScalef(0.2, 2, 1);
Cube();
glTranslatef(-13, 0.3, 0);
glScalef(27, 0.1, 1);
Cube();
glPopMatrix();
}
void renderScene(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
AirPlane(0, 0, -3);
glutSwapBuffers();
}
void changeSize(int w, int h) {
// 防止除数即高度为0
// (你可以设置窗口宽度为0).
if (h == 0)
h = 1;
float ratio = 1.0* w / h;
// 单位化投影矩阵。
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// 设置视口大小为整个窗口大小
glViewport(0, 0, w, h);
// 设置正确的投影矩阵
gluPerspective(45, ratio, 1, 1000);
//下面是设置模型视图矩阵
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0, 0.0, 5.0, 0.0, 0.0, -1.0, 0.0f, 1.0f, 0.0f);//设置观测点
}
int main(int argc, char * argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(100, 100);
glutInitWindowSize(320, 320);
glutCreateWindow("Hello OpenGL");
glutDisplayFunc(renderScene);
glutIdleFunc(renderScene); //指定程序空闲时调用函数
glutReshapeFunc(changeSize); //指定窗口形状变化时的回调函数
glEnable(GL_DEPTH_TEST);
glutMainLoop();
return 0;
}
预览图