效果绚丽的动画效果,可闪光,w键和s键旋转,r 键控制闪光开关
代码如下:
#include
#include
#include
#pragma comment(lib, "opengl32.lib")
#pragma comment(lib, "glut32.lib")
#pragma comment(lib, "glu32.lib")
#pragma comment(lib, "glut.lib")
#pragma comment(lib, "glaux.lib")
void Box(float x, float y, float z) //长方体
{
glPushMatrix();
glScalef(x, y, z);
glEnable(GL_TEXTURE_2D); //贴图有效
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);// 前
glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);// 后
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);// 上
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);// 下
glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, -1.0f, -1.0f);// 左
glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);// 右
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd();
glDisable(GL_TEXTURE_2D);//取消贴图
glPopMatrix();
}
bool LoadTexture(char *filename, GLuint &texture)
{
AUX_RGBImageRec *pImage = auxDIBImageLoadA(filename); //装入位图
if (pImage == NULL) return false;
glGenTextures(1, &texture); //生成贴图
glBindTexture(GL_TEXTURE_2D, texture); //贴图生效
gluBuild2DMipmaps(GL_TEXTURE_2D, 4, pImage->sizeX, pImage->sizeY, GL_RGB, GL_UNSIGNED_BYTE, pImage->data); //贴图数据
return true;
}
float s = 90, r = 0;
bool flash, key_r;
const int num = 30;
typedef struct
{
int r, g, b;
GLfloat dist;
GLfloat angle;
}Stars;
Stars star[num];
GLfloat spin; //星星自转
GLuint loop;
UINT g_bmp[1];//贴图编号
void init()
{
LoadTexture("i:\\5.bmp", g_bmp[0]);
glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
glClearDepth(1.0f);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);//真正精细的透视修正
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glEnable(GL_BLEND);
for (loop = 0; loop < num; ++loop)
{
star[loop].angle = 0.0f;
star[loop].dist = 1.0f * loop / num * 4.0f;
star[loop].r = rand() % 256;
star[loop].g = rand() % 256;
star[loop].b = rand() % 256;
}
}
void renderScene(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, g_bmp[0]);
glEnable(GL_TEXTURE_2D);
for (loop = 0; loop < num; ++loop)
{
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -15);
glRotatef(s, 1.0f, 0.0f, 0.0f);
glRotatef(star[loop].angle, 0.0f, 1.0f, 0.0f);
glTranslatef(star[loop].dist, 0.0f, 0.0f);
glRotatef(-star[loop].angle, 0.0f, 1.0f, 0.0f);
glRotatef(-s, 1.0f, 0.0f, 0.0f);
if (flash)
{
glColor4ub(star[num - loop - 1].r, star[num - loop - 1].g, star[num - loop - 1].b, 255);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, -1.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f);
glEnd();
}
glRotatef(spin, 0.0f, 0.0f, 1.0f); //绕z公转
glColor4ub(star[loop].r, star[loop].g, star[loop].b, 255);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, -1.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f);
glEnd();
spin += 0.01f; //星星公转
star[loop].angle += 1.0f * loop / num; //改变自转角度
star[loop].dist -= 0.01f; //改变星星离中心的距离
if (star[loop].dist < 0.0f) //到中心了
{
star[loop].dist += 4.0f;
star[loop].r = rand() % 256;
star[loop].g = rand() % 256;
star[loop].b = rand() % 256;
}
}
glutSwapBuffers();
}
void changeSize(int w, int h)
{
if (h == 0) h = 1;
float ratio = 1.0* w / h;
glMatrixMode(GL_PROJECTION);// 单位化投影矩阵。
glLoadIdentity();
glViewport(0, 0, w, h);// 设置视口大小为整个窗口大小
gluPerspective(45, ratio, 1, 1000);// 设置正确的投影矩阵
glMatrixMode(GL_MODELVIEW);//下面是设置模型视图矩阵
}
void keyfunc(unsigned char ch, int x, int y)
{
if (ch == 'w') //发大缩小
s += 3;
else if (ch == 's')
s -= 3;
if (ch == 'r')
{
key_r = 1;
flash = !flash;
}
else
key_r = 0;
}
int main(int argc, char * argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(100, 100);
glutInitWindowSize(800, 600);
glutCreateWindow("Hello OpenGL");
init();
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
glutKeyboardFunc(keyfunc);//键盘回调函数
glutMainLoop();
return 0;
}
所用图片:
效果预览: