绘制3D图形,按鼠标切换其观察视角以达到旋转的目的。
“我以前还会这个?我都惊了”,这是我大二做的,一年多以前的文章了。
#include <iostream>
#include <GL/glut.h>
/* -- - 常量-- - */
const int HEIGHT(800);
const int WIDTH(800);
void Display();
void Reshape(int w, int h);
int time(0);
int main(int argc, char** argv)
{
glutInit(&argc, argv);
//glut初始化
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);
//双缓存模式
glutInitWindowSize(WIDTH, HEIGHT);
glutInitWindowPosition(50, 100);
//窗口初始化
glClearColor(0, 0, 0, 1);
//窗口颜色
glutCreateWindow("Window - 3D");
//窗口
glutDisplayFunc(Display);
glutReshapeFunc(Reshape);
glutMainLoop();
return 0;
}
void Display()
{
glClearColor(1.0, 1.0, 1.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
gluLookAt(4, 0, 1.5, 0, 0, 0, 1, 1, time++);
time >= 3 ? time = -3:time;
std::cout << "当前观察角度:(" << 1 << ", " << 1 << ", " << time << ")" << std::endl;
//绘制正方体的面
glColor3f(0, 1, 0);
glBegin(GL_QUADS);
//---1---
glNormal3f(-1, 0, 0);//设置点的法向量
glVertex3f(0.5, 0.5, 0.5);
glVertex3f(0.5, -0.5, 0.5);
glVertex3f(0.5, -0.5, -0.5);
glVertex3f(0.5, 0.5, -0.5);
//---2---
glNormal3f(-1, 0, 0);
glVertex3f(-0.5, 0.5, 0.5);
glVertex3f(-0.5, -0.5, 0.5);
glVertex3f(-0.5, -0.5, -0.5);
glVertex3f(-0.5, 0.5, -0.5);
//---3---
glNormal3f(0, 1, 0);
glVertex3f(0.5, 0.5, 0.5);
glVertex3f(-0.5, 0.5, 0.5);
glVertex3f(-0.5, 0.5, -0.5);
glVertex3f(0.5, 0.5, -0.5);
//---4---
glNormal3f(0, -1, 0);
glVertex3f(0.5, -0.5, 0.5);
glVertex3f(-0.5, -0.5, 0.5);
glVertex3f(-0.5, -0.5, -0.5);
glVertex3f(0.5, -0.5, -0.5);
//---5---
glNormal3f(0, 0, 1);
glVertex3f(0.5, 0.5, 0.5);
glVertex3f(-0.5, 0.5, 0.5);
glVertex3f(-0.5, -0.5, 0.5);
glVertex3f(0.5, -0.5, 0.5);
//---6---
glNormal3f(0, 0, -1);
glVertex3f(0.5, 0.5, 0.5);
glVertex3f(-0.5, 0.5, 0.5);
glVertex3f(-0.5, -0.5, 0.5);
glVertex3f(0.5, -0.5, 0.5);
glEnd();
//draw
glColor3f(0, 0, 0);
glLineWidth(2.0f);
//绘制正方体的边
glBegin(GL_LINES);
//---1---
glVertex3f(0.5, 0.5, 0.5);
glVertex3f(-0.5, 0.5, 0.5);
glVertex3f(-0.5, 0.5, 0.5);
glVertex3f(-0.5, -0.5, 0.5);
glVertex3f(-0.5, -0.5, 0.5);
glVertex3f(0.5, -0.5, 0.5);
glVertex3f(0.5, -0.5, 0.5);
glVertex3f(0.5, 0.5, 0.5);
//---2---
glVertex3f(0.5, 0.5, -0.5);
glVertex3f(-0.5, 0.5, -0.5);
glVertex3f(-0.5, 0.5, -0.5);
glVertex3f(-0.5, -0.5, -0.5);
glVertex3f(-0.5, -0.5, -0.5);
glVertex3f(0.5, -0.5, -0.5);
glVertex3f(0.5, -0.5, -0.5);
glVertex3f(0.5, 0.5, -0.5);
//---3---
glVertex3f(0.5, 0.5, 0.5);
glVertex3f(0.5, -0.5, 0.5);
glVertex3f(0.5, -0.5, 0.5);
glVertex3f(0.5, -0.5, -0.5);
glVertex3f(0.5, -0.5, -0.5);
glVertex3f(0.5, 0.5, -0.5);
glVertex3f(0.5, 0.5, -0.5);
glVertex3f(0.5, 0.5, 0.5);
//---4---
glVertex3f(-0.5, 0.5, 0.5);
glVertex3f(-0.5, -0.5, 0.5);
glVertex3f(-0.5, -0.5, 0.5);
glVertex3f(-0.5, -0.5, -0.5);
glVertex3f(-0.5, -0.5, -0.5);
glVertex3f(-0.5, 0.5, -0.5);
glVertex3f(-0.5, 0.5, -0.5);
glVertex3f(-0.5, 0.5, 0.5);
glEnd();
//双缓存使用glutSwapBuffers,但缓存glFlush
glutSwapBuffers();
}
void Reshape(int w, int h)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1.0, 1.0, -1.0, 1.0, 2.0, 10.0);
glMatrixMode(GL_MODELVIEW);
}