3D立方体旋转

作者在 2007-01-20 19:35:00 发布以下内容

//水平有限,拿出一段初学OPENGL的代码与大家分享(光照下一个旋转的立方体)。大家有什么好的资料也可以发出来。

//开发库文件太大不好发出来,有机会我再传上来

//在工程-》设置-》LINK中加入 opengl32.lib glu32.lib

#define win32_lean_and_mean//使用简便的WINDOW调用函数
#include <windows.h>
#include <gl/gl.h> //以下是三个GL的头文件
#include <gl/glu.h>
#include <gl/glaux.h>

float angle=0.0f;
HDC g_HDC;//用与WINDOWS窗口交换的设备上下文句柄

//GL中最多有8个光,每个光可以有四种光模拟现实光
float ambientLight[] = { 0.3f, 0.5f, 0.8f, 1.0f }; // 环境光
float diffuseLight[] = { 0.25f, 0.25f, 0.25f, 1.0f }; // 散射光
float lightPosition[] = { 0.0f, 0.0f, 0.0f, 1.0f }; // 光源位置

////// 材质属性有点类似光源
float matAmbient[] = { 1.0f, 1.0f, 1.0f, 1.0f };
float matDiff[] = { 1.0f, 1.0f, 1.0f, 1.0f};

// 初始化OPENGL
void Initialize()
{
 glClearColor(0.0f, 0.0f, 0.0f, 0.0f);  // 清理背景为黑色

 glShadeModel(GL_SMOOTH);     // 平滑处理
 glEnable(GL_DEPTH_TEST);     // 启用深度检测
      

 glEnable(GL_LIGHTING);      // 启用光
    glEnable(GL_NORMALIZE);
 // 设置材质属性
 glMaterialfv(GL_FRONT, GL_AMBIENT, matAmbient);
 glMaterialfv(GL_FRONT, GL_DIFFUSE, matDiff);

 // 设置0号光源
 glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);  
 glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight); 
 glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); 
   
 //启用0号光源
 glEnable(GL_LIGHT0);
}


void DrawCube(float xPos, float yPos, float zPos)//绘制一个立方体
{
 glPushMatrix();
  glTranslatef(xPos, yPos, zPos);
    glMatrixMode(GL_MODELVIEW);
    glRotatef(angle,1.0f,0.0f,0.0f);
             glRotatef(angle,0.0f,1.0f,0.0f);
    glRotatef(angle,0.0f,0.0f,1.0f);
  glBegin(GL_POLYGON);
   glNormal3f(0.0f, 1.0f, 0.0f); // 顶面法向量
   glVertex3f(0.5f, 0.5f, 0.5f); 
   glVertex3f(0.5f, 0.5f, -0.5f);
   glVertex3f(-0.5f, 0.5f, -0.5f);
   glVertex3f(-0.5f, 0.5f, 0.5f);
  glEnd();
  glBegin(GL_POLYGON);
   glNormal3f(0.0f, 0.0f, 1.0f); // 正面法向量
   glVertex3f(0.5f, 0.5f, 0.5f); 
   glVertex3f(-0.5f, 0.5f, 0.5f);
   glVertex3f(-0.5f, -0.5f, 0.5f);
   glVertex3f(0.5f, -0.5f, 0.5f);
  glEnd();
  glBegin(GL_POLYGON);
   glNormal3f(1.0f, 0.0f, 0.0f); // 右面法向量
   glVertex3f(0.5f, 0.5f, 0.5f); 
   glVertex3f(0.5f, -0.5f, 0.5f);
   glVertex3f(0.5f, -0.5f, -0.5f);
   glVertex3f(0.5f, 0.5f, -0.5f);
  glEnd();
  glBegin(GL_POLYGON);
   glNormal3f(-1.0f, 0.0f, 0.0f); // 左面法向量
   glVertex3f(-0.5f, 0.5f, 0.5f); 
   glVertex3f(-0.5f, 0.5f, -0.5f);
   glVertex3f(-0.5f, -0.5f, -0.5f);
   glVertex3f(-0.5f, -0.5f, 0.5f);
  glEnd();
  glBegin(GL_POLYGON);
   glNormal3f(0.0f, -1.0f, 0.0f); // 底面法向量
   glVertex3f(-0.5f, -0.5f, 0.5f);
   glVertex3f(-0.5f, -0.5f, -0.5f);
   glVertex3f(0.5f, -0.5f, -0.5f);
   glVertex3f(0.5f, -0.5f, 0.5f); 
  glEnd();
  glBegin(GL_POLYGON);
   glNormal3f(0.0f, 0.0f, -1.0f); // 背面法向量
   glVertex3

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