#include "stdafx.h"
#include <GL/glut.h>
#include <math.h>
/*声明四个二次曲面物体*/
GLUquadricObj *quadObj1;
GLUquadricObj *quadObj2;
GLUquadricObj *quadObj3;
GLUquadricObj *quadObj4;
GLUquadricObj *quadObj5;
static float light_ambient[] = {0.1,0.1,0.1,1.0};
static float light_diffuse[] = {0.5,1.0,1.0,1.0};
static float light_specular[]={0.5,1.0,1.0,1.0};
static float light_position[] = {90.0,90.0,150.0,0.0};
static float front_mat_shininess[] = {60.0};
static float front_mat_specular[] = {0.2,0.2,0.2,1.0};
static float front_mat_diffuse[] = {0.5,0.5,0.28,1.0};
static float back_mat_shininess[] = {60.0};
static float back_mat_specular[] = {0.5,0.5,0.2,1.0};
static float back_mat_diffuse[] = {1.0,0.9,0.2,1.0};
static float Imodel_ambient[] = {1.0,1.0,1.0,1.0};
static float Imodel_twoside[] = {GL_TRUE};
static float Imodel_oneside[] = {GL_FALSE};
void myInit(void)
{
/*设置背景色*/
glClearColor(1.0,1.0,1.0,1.0);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
/*设置光照*/
glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient); //设置环境光
glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse); //设置漫射光成分
glLightfv(GL_LIGHT0,GL_POSITION,light_position); //设置光源的位置
/*设置材质*/
glMaterialfv(GL_FRONT,GL_DIFFUSE,front_mat_diffuse);
glMaterialfv(GL_FRONT,GL_SPECULAR,front_mat_specular);
glMaterialfv(GL_FRONT,GL_SHININESS,front_mat_shininess);
glMaterialfv(GL_BACK,GL_DIFFUSE,back_mat_diffuse);
glMaterialfv(GL_BACK,GL_SPECULAR,back_mat_specular);
glMaterialfv(GL_BACK,GL_SHININESS,back_mat_shininess);
/*设置光照模型参数*/
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,Imodel_ambient);
glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE,Imodel_twoside);
/*激活关照*/
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glShadeModel(GL_SMOOTH);
}
void myDisplay(void)
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
/*创建四个二次曲面物体*/
quadObj1 = gluNewQuadric();
quadObj2 = gluNewQuadric();
quadObj3 = gluNewQuadric();
quadObj4 = gluNewQuadric();
quadObj5 = gluNewQuadric();
/*绘制一个圆柱体*/
glPushMatrix();
gluQuadricDrawStyle(quadObj1,GLU_FILL);
gluQuadricNormals(quadObj1,GL_FLAT);
gluQuadricOrientation(quadObj1,GLU_INSIDE);
gluQuadricTexture(quadObj1,GL_TRUE);
glColor3f(1.0,1.0,0.0);
glRotatef(30,1.0,0.0,0.0);
glRotatef(40,0.0,1.0,0.0);
gluCylinder(quadObj1,2.0,2.0,9.0,20.0,8.0);
glPopMatrix();
/*绘制一个圆锥*/
glPushMatrix();
gluQuadricDrawStyle(quadObj5,GLU_FILL);
gluQuadricNormals(quadObj5,GL_FLAT);
gluQuadricOrientation(quadObj5,GLU_INSIDE);
gluQuadricTexture(quadObj5,GL_TRUE);
//glColor3f(1.0,0.0,0.0);
glRotatef(30,1.0,0.0,0.0);
glRotatef(40,0.0,1.0,0.0);
gluQuadricDrawStyle(quadObj5,GLU_FILL);
glTranslatef(5.0,5.0,0.0);
gluCylinder(quadObj5,3.0,0.0,5.0,20.0,8.0);
glPopMatrix();
/*绘制一个球体*/
glPushMatrix();
gluQuadricDrawStyle(quadObj2,GLU_SILHOUETTE);
glTranslatef(-5.0,-1.0,0.0);
gluSphere(quadObj2,3.0,20.0,20.0);
glPopMatrix();
/*绘制一个圆盘*/
glPushMatrix();
gluQuadricDrawStyle(quadObj3,GLU_LINE);
glTranslatef(-2.0,4.0,0.0);
gluDisk(quadObj3,2.0,5.0,15.0,10.0);
glPopMatrix();
/*绘制一个部分圆盘*/
glPushMatrix();
gluQuadricDrawStyle(quadObj4,GLU_POINT);
glTranslatef(-3.0,-7.0,0.0);
gluPartialDisk(quadObj4,2.0,5.0,15.0,10.0,10.0,100.0);
glPopMatrix();
/*删除四个二次曲面物体对象*/
gluDeleteQuadric(quadObj1);
gluDeleteQuadric(quadObj2);
gluDeleteQuadric(quadObj3);
gluDeleteQuadric(quadObj4);
gluDeleteQuadric(quadObj5);
glFlush();
}
void myReshape(int w,int h)
{
glViewport(0,0,(GLsizei)w,(GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0,(GLfloat)w/(GLfloat)h,1.0,50.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0,0.0,-25.0);
}
int main(int argc,char ** argv)
{
/*初始化*/
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH);
glutInitWindowSize(400,400);
glutInitWindowPosition(100,100);
/*创建窗口*/
glutCreateWindow(" DRAW QUADRIC OBJECTS ");
/*绘制与显示*/
myInit();
glutReshapeFunc(myReshape);
glutDisplayFunc(myDisplay);
glutMainLoop();
return 0;
}