VS2012下基于Glut OpenGL绘制椎体示例程序:

这一节在OpneGL绘制椎体,并在单击鼠标右键弹出的菜单里面可以选择打开或关闭:GL_DEPTH_TEST(深度测试);GL_CULL_FACE(曲面是背面时是否显示)功能;曲面是背面时是采用单色填充还是描边。

显示效果如下所示:

VS2012下基于Glut OpenGL绘制椎体示例程序:_第1张图片

单击鼠标右键弹出菜单效果如下所示:

VS2012下基于Glut OpenGL绘制椎体示例程序:_第2张图片

源代码:

// GlutConeDemo.cpp : 定义控制台应用程序的入口点。
//
#include "stdafx.h"
#include <gl/glut.h>
#include <math.h>

//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;
//是否打开不显示背面功能
GLint cullFace=0;
//是否打开深度测试功能
GLint depthTest=0;
//背面是采用线条描外框还是使用单色填充 
GLint outLine=0;
//菜单回调函数
void processMenu(int value){
	switch(value){
		case 1:
			depthTest=!depthTest;
			break;
		case 2:
			cullFace=!cullFace;
		case 3:
			outLine=!outLine;
			break;
			break;
		default:
			break;
	}
	//重新绘制
	glutPostRedisplay();
}


//显示回调函数
void renderScreen(void){
    GLfloat x,y,z,angle;
	GLint i=0;
    //把整个窗口清理为当前清理颜色:黑色,清理深度缓冲区
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_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);
	if(depthTest)
		glEnable(GL_DEPTH_TEST);//打开深度测试功能
	else
		glDisable(GL_DEPTH_TEST);//关闭深度测试功能
	if(cullFace)
		glEnable(GL_CULL_FACE);//打开不显示背面功能
	else
		glDisable(GL_CULL_FACE);//关闭不显示背面功能
	if(outLine)
		glPolygonMode(GL_BACK,GL_LINE);//多边形背部使用线条描框
	else
		glPolygonMode(GL_BACK,GL_FILL);//多边形背部使用单色填充
	//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);
	//使用白色绘制坐标系
	glColor3f(1.0f,1.0f,1.0f);
	//绘制坐标系
	glBegin(GL_LINES);
		glVertex3f(-80.0f,0.0f,0.0f);
		glVertex3f(80.0f,0.0f,0.0f);
		glVertex3f(0.0f,-80.0f,0.0f);
		glVertex3f(0.0f,80.0f,0.0f);
		glVertex3f(0.0f,0.0f,-80.0f);
		glVertex3f(0.0f,0.0f,80.0f);
	glEnd();

	glPushMatrix();
	glTranslatef(80.0f,0.0f,0.0f);
	glRotatef(90.0f,0.0f,1.0f,0.0f);
	glutWireCone(3,6,10,10);
	glPopMatrix();

	glPushMatrix();
	glTranslatef(0.0f,80.0f,0.0f);
	glRotatef(-90.0f,1.0f,0.0f,0.0f);
	glutWireCone(3,6,10,10);
	glPopMatrix();

	glPushMatrix();
	glTranslatef(0.0f,0.0f,80.0f);
	glRotatef(90.0f,0.0f,0.0f,1.0f);
	glutWireCone(3,6,10,10);
	glPopMatrix();


	glBegin(GL_TRIANGLE_FAN);
	glVertex3f(0.0f,0.0f,75.0f);
	for(angle=0.0f,i=0;i<=6;angle+=(GL_PI/3.0f),i++)
	{
		x=50*cos(angle);
		y=50*sin(angle);
		if(i%2==0)
			glColor3f(1.0f,0.0f,0.0f);
		else
			glColor3f(0.0f,1.0f,0.0f);
		glVertex3f(x,y,0.0f);
	}
	glEnd();
	

	glBegin(GL_TRIANGLE_FAN);
	glVertex3f(0.0f,0.0f,0.0f);
	for(angle=0.0f,i=0;i<=6;angle+=(GL_PI/3.0f),i++)
	{
		x=50*cos(angle);
		y=50*sin(angle);
		if(i%2==0)
			glColor3f(0.0f,1.0f,0.0f);
		else
			glColor3f(1.0f,0.0f,0.0f);
		glVertex3f(x,y,0.0f);
	}
	glEnd();

	
    //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(0.0f,1.0f,0.0f);
	//改变正反面
	//glFrontFace(GL_CW);
	//单色填充模式
	glShadeModel(GL_FLAT);
}
//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=100.0f;
    //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<h)
        glOrtho(-coordinatesize,coordinatesize,-coordinatesize/ratio,coordinatesize/ratio,-coordinatesize,coordinatesize);
    else
        glOrtho(-coordinatesize*ratio,coordinatesize*ratio,-coordinatesize,coordinatesize,-coordinatesize,coordinatesize);
    //对模型视图矩阵堆栈应用随后的矩阵操作
    glMatrixMode(GL_MODELVIEW);
    //重置当前指定的矩阵为单位矩阵 
    glLoadIdentity();
}

//按键输入处理回调函数
void specialKey(int key,int x,int y){

    if(key==GLUT_KEY_UP){
        xRotAngle-=5.0f;
    }
    else if(key==GLUT_KEY_DOWN){
        xRotAngle+=5.0f;
    }
    else if(key==GLUT_KEY_LEFT){
        yRotAngle-=5.0f;
    }
    else if(key==GLUT_KEY_RIGHT){
        yRotAngle+=5.0f;
    }
    //重新绘制
    glutPostRedisplay();
}

int main(int argc, char* argv[])
{
    //初始化glut 
    glutInit(&argc,argv);
    //使用双缓冲区模式
    glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA|GLUT_DEPTH);
    //获取系统的宽像素
    SCREEN_WIDTH=glutGet(GLUT_SCREEN_WIDTH);
    //获取系统的高像素
    SCREEN_HEIGHT=glutGet(GLUT_SCREEN_HEIGHT);
	//创建窗口,窗口名字为OpenGL BackAndFront Demo
    glutCreateWindow("OpenGL Cone Demo");
	//菜单回调函数
	glutCreateMenu(processMenu);
	//添加菜单
	glutAddMenuEntry("Toggle depth test",1);
	glutAddMenuEntry("Toggle cull face",2);
	glutAddMenuEntry("Toggle back outline",3);
	//将菜单榜定到鼠标右键上
	glutAttachMenu(GLUT_RIGHT_BUTTON);
    //设置窗口大小
    glutReshapeWindow(windowWidth,windowHeight);
    //窗口居中显示
    glutPositionWindow((SCREEN_WIDTH-windowWidth)/2,(SCREEN_HEIGHT-windowHeight)/2);
    //窗口大小变化时的处理函数
    glutReshapeFunc(changSize);
    //设置显示回调函数 
    glutDisplayFunc(renderScreen);
    //设置按键输入处理回调函数
    glutSpecialFunc(specialKey);
    //设置全局渲染参数
    setupRederingState();
    glutMainLoop();
    return 0;
}


    

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