Glut下提供了一些现成的绘制立体的API,如glutWireSphere绘制球,glutWireCone绘制椎体,glutWireCube绘制立体,glutWireTorus绘制甜圈,glutWireTeapot绘制茶壶,glutWireOctahedron绘制八面体。
Demo程序利用这些API绘制相应的立体,单击鼠标右键在弹出的菜单里可以选择需要绘制的立体以及是wire还是solid填充的,按键盘的UP、DOWN、LEFT、RIGHT按键可以旋转坐标系。由于Glut提供的多面体API默认半径是1.0f的,我使用glScalef对其进行了放大。示例效果如下:
源代码:
// GlutDemo.cpp : 定义控制台应用程序的入口点。
//
#include "stdafx.h"
#include
#include
//圆周率宏
#define GL_PI 3.1415f
//获取屏幕的宽度
GLint SCREEN_WIDTH=0;
GLint SCREEN_HEIGHT=0;
//设置程序的窗口大小
GLint windowWidth=400;
GLint windowHeight=300;
//绕x轴旋转角度
GLfloat xRotAngle=0.0f;
//绕y轴旋转角度
GLfloat yRotAngle=0.0f;
//受支持的点大小范围
GLfloat sizes[2];
//受支持的点大小增量
GLfloat step;
enum MODELS{
SPHERE=0,
CONE,
CUBE,
TORUS,
DODECAHEDRON,
TEAPOT,
OCTAHEDRON,
TETRAHEDRON,
ICOSAHEDRON
};
GLint iModel=SPHERE;
GLboolean bWire=GL_TRUE;
//菜单回调函数
void processMenu(int value){
switch(value){
case 1:
iModel=SPHERE;
break;
case 2:
iModel=CONE;
break;
case 3:
iModel=CUBE;
break;
case 4:
iModel=TORUS;
break;
case 5:
iModel=DODECAHEDRON;
break;
case 6:
iModel=TEAPOT;
break;
case 7:
iModel=OCTAHEDRON;
break;
case 8:
iModel=TETRAHEDRON;
break;
case 9:
iModel=ICOSAHEDRON;
break;
case 10:
bWire=GL_TRUE;
break;
case 11:
bWire=GL_FALSE;
break;
default:
break;
}
//重新绘制
glutPostRedisplay();
}
//显示回调函数
void renderScreen(void){
//将窗口颜色清理为黑色
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
//将模板缓冲区值全部清理为1
glClearStencil(1);
//使能模板缓冲区
glEnable(GL_STENCIL_TEST);
//把整个窗口清理为当前清理颜色:黑色。清除深度缓冲区、模板缓冲区
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
//将当前Matrix状态入栈
glPushMatrix();
//坐标系绕x轴旋转xRotAngle
glRotatef(xRotAngle,1.0f,0.0f,0.0f);
//坐标系绕y轴旋转yRotAngle
glRotatef(yRotAngle,0.0f,1.0f,0.0f);
//进行平滑处理
glEnable(GL_POINT_SMOOTH);
glHint(GL_POINT_SMOOTH,GL_NICEST);
glEnable(GL_LINE_SMOOTH);
glHint(GL_LINE_SMOOTH,GL_NICEST);
glEnable(GL_POLYGON_SMOOTH);
glHint(GL_POLYGON_SMOOTH,GL_NICEST);
//白色绘制坐标系
glColor3f(1.0f,1.0f,1.0f);
glBegin(GL_LINES);
glVertex3f(-9.0f,0.0f,0.0f);
glVertex3f(9.0f,0.0f,0.0f);
glVertex3f(0.0f,-9.0f,0.0f);
glVertex3f(0.0f,9.0f,0.0f);
glVertex3f(0.0f,0.0f,-9.0f);
glVertex3f(0.0f,0.0f,9.0f);
glEnd();
glPushMatrix();
glTranslatef(9.0f,0.0f,0.0f);
glRotatef(90.0f,0.0f,1.0f,0.0f);
glutSolidCone(0.3,0.6,10,10);
glPopMatrix();
glPushMatrix();
glTranslatef(0.0f,9.0f,0.0f);
glRotatef(-90.0f,1.0f,0.0f,0.0f);
glutSolidCone(0.3,0.6,10,10);
glPopMatrix();
glPushMatrix();
glTranslatef(0.0f,0.0f,9.0f);
glRotatef(90.0f,0.0f,0.0f,1.0f);
glutSolidCone(0.3,0.6,10,10);
glPopMatrix();
//设置绘画颜色为金色
glColor3f(0.0f,1.0f,0.0f);
switch(iModel){
//球
case SPHERE:
if(bWire){
glutWireSphere(8.0f,20,20);
}
else{
glutSolidSphere(8.0f,20,20);
}
break;
//锥体
case CONE:
if(bWire){
glutWireCone(4.0f,8.0f,20,20);
}
else{
glutSolidCone(4.0f,8.0f,20,20);
}
break;
//立体
case CUBE:
if(bWire){
glutWireCube(8.0f);
}
else{
glutSolidCube(8.0f);
}
break;
//甜圈
case TORUS:
if(bWire){
glutWireTorus(3.0f,6.0f,20,20);
}
else{
glutSolidTorus(3.0f,6.0f,20,20);
}
break;
//十六面体,默认半径1.0
case DODECAHEDRON:
glScalef(6.0f,6.0f,6.0f);//x,y,z轴均放大6倍
if(bWire){
glutWireDodecahedron();
}
else{
glutSolidDodecahedron();
}
break;
//茶壶
case TEAPOT:
if(bWire){
glutWireTeapot(8.0f);
}
else{
glutSolidTeapot(8.0f);
}
break;
//八面体,默认半径1.0
case OCTAHEDRON:
glScalef(6.0f,6.0f,6.0f);//x,y,z轴均放大6倍
if(bWire){
glutWireOctahedron();
}
else{
glutSolidOctahedron();
}
break;
//四面体,默认半径1.0
case TETRAHEDRON:
glScalef(6.0f,6.0f,6.0f);//x,y,z轴均放大6倍
if(bWire){
glutWireTetrahedron();
}
else{
glutSolidTetrahedron();
}
break;
//二十面体,默认半径1.0
case ICOSAHEDRON:
glScalef(6.0f,6.0f,6.0f);//x,y,z轴均放大6倍
if(bWire){
glutWireIcosahedron();
}
else{
glutSolidIcosahedron();
}
break;
default:
break;
}
//恢复压入栈的Matrix
glPopMatrix();
//交换两个缓冲区的指针
glutSwapBuffers();
}
//设置Redering State
void setupRederingState(void){
//设置清理颜色为黑色
glClearColor(0.0f,0.0,0.0,1.0f);
//设置绘画颜色为绿色
glColor3f(1.0f,1.0f,0.0f);
//使能深度测试
glEnable(GL_DEPTH_TEST);
//获取受支持的点大小范围
glGetFloatv(GL_POINT_SIZE_RANGE,sizes);
//获取受支持的点大小增量
glGetFloatv(GL_POINT_SIZE_GRANULARITY,&step);
printf("point size range:%f-%f\n",sizes[0],sizes[1]);
printf("point step:%f\n",step);
}
//窗口大小变化回调函数
void changSize(GLint w,GLint h){
//横宽比率
GLfloat ratio;
//设置坐标系为x(-100.0f,100.0f)、y(-100.0f,100.0f)、z(-100.0f,100.0f)
GLfloat coordinatesize=10.0f;
//窗口宽高为零直接返回
if((w==0)||(h==0))
return;
//设置视口和窗口大小一致
glViewport(0,0,w,h);
//对投影矩阵应用随后的矩阵操作
glMatrixMode(GL_PROJECTION);
//重置当前指定的矩阵为单位矩阵
glLoadIdentity();
ratio=(GLfloat)w/(GLfloat)h;
//正交投影
if(w