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OpenGL32.lib GLu32.lib 和 GLaux.lib图形学上机测试题目整理1. 立方体(正方体)放缩在前面定义:int Angle = 0;int DrawGLScene(GLvoid)glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glLoadIdentity();float a=10.0;glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);/清除颜色和深度缓冲区glEnable(GL_DEPTH_TEST);/启用深度检测glMatrixMode(GL_MODELVIEW);glColor3f(1.0f,0.0f,0.0f);glLoadIdentity();glTranslatef(-0.0f,-0.0f,-22.0f);glScalef(0.05f,0.05f,0.05f);glRotatef(15.0f,1.0f,0.0f,0.0f);glRotatef(35.0f,0.0f,1.0f,0.0f);glScalef(Angle,Angle,Angle);glPushMatrix();glBegin(GL_QUADS);/glColor3f (1.0f,0.0f,0.0f);/将绘图色设置为红色leftglVertex3f(0,0,0);glVertex3f(0,a,0);glVertex3f(0,a,a);glVertex3f(0,0,a);glColor3f (1.0f,1.0f,0.0f);/将绘图色设置为黄色前面glVertex3f(0,a,a);glVertex3f(0,0,a); glVertex3f(a,0,a);glVertex3f(a,a,a);glColor3f (0.0f,1.0f,0.0f);/将绘图色设置为绿色backglVertex3f(0,0,0);glVertex3f(0,a,0);glVertex3f(a,a,0);glVertex3f(a,0,0);glColor3f (0.0f,0.0f,1.0f);/将绘图色设置为兰色upglVertex3f(a,a,0);glVertex3f(0,a,0);glVertex3f(0,a,a);glVertex3f(a,a,a);glColor3f (0.0f,1.0f,1.0f);/将绘图色设置为青色downglVertex3f(0,0,0);glVertex3f(a,0,0);glVertex3f(a,0,a);glVertex3f(0,0,a);glColor3f (1.0f,0.0f,1.0f);/将绘图色设置为紫色右glVertex3f(a,0,a);glVertex3f(a,0,0);glVertex3f(a,a,0);glVertex3f(a,a,a);glEnd();glPopMatrix();if(Angle5)Angle=-0;Sleep(100);Angle +=1;/旋转角度增量Sleep(100);return TRUE;2. 圆锥放缩在前面定义:int Angle = 0;int DrawGLScene(GLvoid)glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glLoadIdentity();int a=10;glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);/清除颜色和深度缓冲区glEnable(GL_DEPTH_TEST);/启用深度检测glMatrixMode(GL_MODELVIEW);glColor3f(1.0f,0.0f,0.0f);glLoadIdentity();glTranslatef(-0.0f,-0.0f,-22.0f);glScalef(0.05f,0.05f,0.05f);glRotatef(60.0f,1.0f,0.0f,0.0f);glRotatef(0.0f,0.0f,0.0f,1.0f);glPushMatrix();/圆柱台glBegin(GL_QUAD_STRIP);for(float j=0;j50)Angle=0;/旋转角度增量elseAngle +=10;Sleep(100);return TRUE;3. 圆台大到小在前面定义:int Angle = 50;int DrawGLScene(GLvoid)glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glLoadIdentity();int a=10;glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);glEnable(GL_DEPTH_TEST);/启用深度检测glMatrixMode(GL_MODELVIEW);glColor3f(1.0f,0.0f,0.0f);glLoadIdentity();glTranslatef(-0.0f,-0.0f,-22.0f);glScalef(0.05f,0.05f,0.05f);glRotatef(60.0f,1.0f,0.0f,0.0f); glRotatef(0.0f,0.0f,0.0f,1.0f);glPushMatrix();/圆柱台glBegin(GL_QUAD_STRIP);for(float j=0;j0)Angle-=10;/旋转角度增量elseAngle=50 ;Sleep(100);return TRUE;4.圆台前后旋转在前面定义:int Angle = 50;int DrawGLScene(GLvoid)glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glLoadIdentity();int a=10;glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);/清除颜色和深度缓冲区glEnable(GL_DEPTH_TEST);/启用深度检测glMatrixMode(GL_MODELVIEW);glColor3f(1.0f,0.0f,0.0f);glLoadIdentity();glTranslatef(-0.0f,-0.0f,-22.0f);glScalef(0.05f,0.05f,0.05f);glRotatef(90.0f,0.0f,1.0f,0.0f);glRotatef(Angle,0.0f,0.0f,1.0f);glPushMatrix();/圆柱台glBegin(GL_QUAD_STRIP);for(float j=0;j360)Angle=0;/旋转角度增量Sleep(100);return TRUE;5圆柱左右旋转在前面定义:int Angle = 50;int DrawGLScene(GLvoid)glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glLoadIdentity();int a=10;glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);glEnable(GL_DEPTH_TEST);/启用深度检测glMatrixMode(GL_MODELVIEW);glColor3f(1.0f,0.0f,0.0f);glLoadIdentity();glTranslatef(-0.0f,-0.0f,-22.0f);glScalef(0.05f,0.05f,0.05f);glRotatef(90.0f,1.0f,1.0f,1.0f);glRotatef(0.0f,0.0f,0.0f,1.0f);glRotatef(Angle,1.0f,0.0f,0.0f);glPushMatrix();/圆柱台glBegin(GL_QUAD_STRIP);for(float j=0;j363;j+) float k; /k=2/(j+2);glColor3f(1.0f,1.0f,0.0f);glVertex3f(50*cosf(j*3.1416/180),50, 50*sinf(j*3.1416/180) ); glColor3f(0.3f,0.0f,0.8f); glVertex3f(50*cosf(j*3.1416/180),-50, 50*sinf(j*3.1416/180) );/将50改30变圆台 glEnd();glPopMatrix();Angle -=15;if(Angle-360)Angle=0;/旋转角度增量Sleep(100);return TRUE;6.球前后旋转在前面定义:int Angle = 50;int DrawGLScene(GLvoid)glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glLoadIdentity();int a=10;glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);/清除颜色和深度缓冲区glEnable(GL_DEPTH_TEST);/启用深度检测glMatrixMode(GL_MODELVIEW);glColor3f(1.0f,0.0f,0.0f);glLoadIdentity();glTranslatef(-0.0f,-0.0f,-22.0f);glScalef(0.1f,0.1f,0.1f);glRotatef(30.0f,1.0f,0.0f,0.0f);glRotatef(Angle,1.0f,0.0f,0.0f);glPushMatrix();/球前后旋转glScalef(50,50,50);float rx,ange1=0;for(float i=0;i20;i+)/上下20份float k,j;k=i/20;glBegin(GL_QUAD_STRIP);for( j=0;j360)Angle=0;/旋转角度增量Sleep(100);return TRUE;7.球左右旋转。将上一题中的glRotatef(Angle,1.0f,0.0f,0.0f);改为glRotatef(Angle,0.0f,0.0f,1.0f);将glScalef(50,50,50);改为:glScalef(40,50,50);将Angle +=25;if(Angle360)Angle=0;/旋转角度增量改为:Angle -=30;if(Angle-360)Angle=0;/旋转角度增量8.半球旋转在前面定义:int Angle = 50;int DrawGLScene(GLvoid)glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glLoadIdentity();int a=10;glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);/清除颜色和深度缓冲区glEnable(GL_DEPTH_TEST);/启用深度检测glMatrixMode(GL_MODELVIEW);glColor3f(1.0f,0.0f,0.0f);glLoadIdentity();glTranslatef(-0.0f,-0.0f,-22.0f);glScalef(0.1f,0.1f,0.1f);glRotatef(45.0f,1.0f,0.0f,0.0f);glRotatef(Angle,0.0f,0.0f,1.0f);glPushMatrix();/半球左右旋转glScalef(50,50,50);float rx,ange1=0;for(float i=0;i10;i+)/上下20份float k,j;k=i/10;glBegin(GL_QUAD_STRIP);for( j=0;j360)Angle=0;/旋转角度增量Sleep(100);return TRUE;9. 两个圆锥点对点左右旋转在前面定义:int Angle = 50;int DrawGLScene(GLvoid)glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glLoadIdentity();int a=10;glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);/清除颜色和深度缓冲区glEnable(GL_DEPTH_TEST);/启用深度检测glMatrixMode(GL_MODELVIEW);glColor3f(1.0f,0.0f,0.0f);glLoadIdentity();glTranslatef(-0.0f,-0.0f,-22.0f);glScalef(0.05f,0.05f,0.05f);glRotatef(90.0f,0.0f,0.0f,1.0f);glRotatef(30.0f,1.0f,0.0f,0.0f);glRotatef(Angle,0.0f,0.0f,1.0f);glPushMatrix();/圆锥glBegin(GL_QUAD_STRIP);for(float j=0;j363;j+) float k; /k=2/(j+2);glColor3f(1.0f,0.4f,0.3f);glVertex3f(0*cosf(j*3.1416/180),0, 0*sinf(j*3.1416/180) ); glColor3f(1.0f,1.0f,0.0f); glVertex3f(50*cosf(j*3.1416/180),80, 50*sinf(j*3.1416/180) );/将50改30变圆台 glColor3f(1.0f,0.4f,0.3f); glEnd();glBegin(GL_QUAD_STRIP);for(float i=0;i360)Angle=0;/旋转角度增量Sleep(100);return TRUE;10. 两圆锥倒扣旋转在前面定义:int Angle = 50;int DrawGLScene(GLvoid)glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glLoadIdentity();int a=10;glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);/清除颜色和深度缓冲区glEnable(GL_DEPTH_TEST);/启用深度检测glMatrixMode(GL_MODELVIEW);glColor3f(1.0f,0.0f,0.0f);glLoadIdentity();glTranslatef(-0.0f,-0.0f,-22.0f);glScalef(0.05f,0.05f,0.05f);glRotatef(90.0f,0.0f,0.0f,1.0f);glRotatef(15.0f,1.0f,0.0f,0.0f);glRotatef(Angle,0.0f,0.0f,1.0f);glPushMatrix();/圆锥glBegin(GL_QUAD_STRIP);for(float j=0;j363;j+) float k; /k=2/(j+2);glColor3f(1.0f,0.4f,0.3f);glVertex3f(0*cosf(j*3.1416/180),-70, 0*sinf(j*3.1416/180) ); glColor3f(1.0f,1.0f,0.0f); glVertex3f(50*cosf(j*3.1416/180),0, 50*sinf(j*3.1416/180) );/将50改30变圆台 glColor3f(1.0f,0.4f,0.3f); glEnd();glBegin(GL_QUAD_STRIP);for(float i=0;i360)Angle=0;/旋转角度增量Sleep(100);return TRUE;11. .圆柱加圆锥旋转在前面定义:int Angle = 50;int DrawGLScene(GLvoid)glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glLoadIdentity();int a=10;glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);/清除颜色和深度缓冲区glEnable(GL_DEPTH_TEST);/启用深度检测glMatrixMode(GL_MODELVIEW);glColor3f(1.0f,0.0f,0.0f);glLoadIdentity();glTranslatef(-0.0f,0.0f,-22.0f);glScalef(0.05f,0.05f,0.05f);glRotatef(-90.0f,0.0f,0.0f,1.0f);glRotatef(30.0f,1.0f,0.0f,0.0f);glRotatef(Angle,0.0f,0.0f,1.0f);glPushMatrix();/圆锥glBegin(GL_QUAD_STRIP);for(float j=0;j363;j+) float k; /k=2/(j+2);glColor3f(1.0f,1.0f,0.0f);glVertex3f(50*cosf(j*3.1416/180),0, 50*sinf(j*3.1416/180) );glColor3f(1.0f,0.4f,0.3f); glVertex3f(0*cosf(j*3.1416/180),-50, 0*sinf(j*3.1416/180) );/将50改30变圆台 glColor3f(1.0f,0.4f,0.3f); glEnd();/圆柱glBegin(GL_QUAD_STRIP);for(float i=0;i360)Angle=0;/旋转角度增量Sleep(100);return TRUE;12.正六边形前后旋转在前面定义:int Angle = 50;int DrawGLScene(GLvoid)glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glLoadIdentity();int a=10;glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);/清除颜色和深度缓冲区glEnable(GL_DEPTH_TEST);/启用深度检测glMatrixMode(GL_MODELVIEW);glColor3f(1.0f,0.0f,0.0f);glLoadIdentity();glTranslatef(-0.0f,0.0f,-22.0f);glScalef(0.05f,0.05f,0.05f);glRotatef(30.0f,1.0f,0.0f,0.0f);glRotatef(Angle,1.0f,0.0f,0.0f); glScalef(30.0f,30.0f,30.0f);glPushMatrix();glBegin(GL_POLYGON);glColor3f(1.0f,1.0f,0.0f);glVertex3f(-1.0f,1.7f,0.0f);glColor3f(1.0f,1.0f,0.0f);glVertex3f(-2.0f,0.0f,0.0f);glColor3f(1.0f,1.0f,0.0f);glVertex3f(-1.0f,-1.7f,0.0f);glColor3f(1.0f,1.0f,0.0f);glVertex3f(1.0f,-1.7f,0.0f);glColor3f(1.0f,1.0f,0.0f);glVertex3f(2.0f,0.0f,0.0f);glColor3f(1.0f,1.0f,0.0f);glVertex3f(1.0f,1.7f,0.0f); glColor3f(1.0f,1.0f,0.0f);glVertex3f(1.0f,1.7f,0.0f);glEnd();glPopMatrix();Angle +=10;if(Angle360)Angle=0;/旋转角度增量Sleep(100);return TRUE;13.正六边形左右旋转在前面定义:int Angle = 50;int DrawGLScene(GLvoid)glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glLoadIdentity();int a=10;glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);/清除颜色和深度缓冲glEnable(GL_DEPTH_TEST);/启用深度检测glMatrixMode(GL_MODELVIEW);glColor3f(1.0f,0.0f,0.0f);glLoadIdentity();glTranslatef(-0.0f,0.0f,-22.0f);glScalef(0.05f,0.05f,0.05f);glRotatef(30.0f,1.0f,0.0f,0.0f);glRotatef(Angle,0.0f,0.0f,1.0f);glScalef(30.0f,50.0f,30.0f);glPushMatrix();glBegin(GL_POLYGON);glColor3f(0.0f,1.0f,0.0f);glVertex3f(-1.0f,1.7f,0.0f);glColor3f(0.0f,1.0f,0.0f);glVertex3f(-2.0f,0.0f,0.0f);glColor3f(0.0f,1.0f,0.0f);glVertex3f(-1.0f,-1.7f,0.0f);glColor3f(0.0f,1.0f,0.0f);glVertex3f(1.0f,-1.7f,0.0f);glColor3f(0.0f,1.0f,0.0f);glVertex3f(2.0f,0.0f,0.0f);glColor3f(0.0f,1.0f,0.0f);glVertex3f(1.0f,1.7f,0.0f); glColor3f(0.0f,1.0f,0.0f);glVertex3f(1.0f,1.7f,0.0f);glEnd();glPopMatrix();Angle +=10;if(Angle360)Angle=0;/旋转角度增量Sleep(100);return TRUE;14.正六边形沿点旋转在前面定义:int Angle = 50;int DrawGLScene(GLvoid)glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glLoadIdentity();int a=10;glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);/清除颜色和深度缓冲区glEnable(GL_DEPTH_TEST);/启用深度检测glMatrixMode(GL_MODELVIEW);glColor3f(1.0f,0.0f,0.0f);glLoadIdentity();glTranslatef(-0.0f,0.0f,-22.0f);glScalef(0.05f,0.05f,0.05f);glRotatef(30.0f,1.0f,0.0f,0.0f);glRotatef(Angle,0.0f,0.0f,1.0f);glScalef(30.0f,50.0f,30.0f);glPushMatrix();glBegin(GL_POLYGON);glColor3f(1.0f,1.0f,0.0f);glVertex3f(1.0f,1.7f,0.0f);glColor3f(1.0f,1.0f,0.0f);glVertex3f(0.0f,0.0f,0.0f);glColor3f(1.0f,1.0f,0.0f);glVertex3f(1.0f,-1.7f,0.0f);glColor3f(1.0f,1.0f,0.0f);glVertex3f(3.0f,-1.7f,0.0f);glColor3f(1.0f,1.0f,0.0f);glVertex3f(4.0f,0.0f,0.0f);glColor3f(1.0f,1.0f,0.0f);glVertex3f(3.0f,1.7f,0.0f); glColor3f(1.0f,1.0f,0.0f);glVertex3f(1.0f,1.7f,0.0f);glEnd();glPopMatrix();Angle +=10;if(Angle360)Angle=0;/旋转角度增量Sleep(100);return TRUE;15.正六边形对半上下旋转在前面定义:int Angle = 50;int DrawGLScene(GLvoid)glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glLoadIdentity();int a=10;glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);/清除颜色和深度缓冲glEnable(GL_DEPTH_TEST);/启用深度检测glMatrixMode(GL_MODELVIEW);glColor3f(1.0f,0.0f,0.0f);glLoadIdentity();glTranslatef(-0.0f,0.0f,-22.0f);glScalef(0.05f,0.05f,0.05f);glScalef(30.0f,40.0f,30.0f);glPushMatrix();glBegin(GL_QUADS);glColor3f(1.0f,1.0f,0.0f); glVertex3f(-1.0f,1.7f,0.0f); glVertex3f(-2.0f,0.0f,0.0f); glVertex3f(2.0f,0.0f,0.0f); glVertex3f(1.0f,1.7f,0.0f); glEnd(); glPopMatrix(); glRotatef(Angle,1.0f,0.0f,0.0f); glPushMatrix(); glBegin(GL_QUADS); glColor3f(1.0f,0.0f,1.0f);glVertex3f(-1.0f,1.7f,0.0f); glVertex3f(-2.0f,0.0f,0.0f); glVertex3f(2.0f,0.0f,0.0f); glVertex3f(1.0f,1.7f,0.0f);glEnd();glPopMatrix();Angle -=10;if(Angle-360)Angle=0;/旋转角度增量Sleep(100);return TRUE;16.正六边形对半左右旋转在前面定义:int Angle = 50;int DrawGLScene(GLvoid)glTranslatef(0.0f,0.0f,-22.0f);glScalef(0.05f,0.05f,0.05f);glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glLoadIdentity();int a=10;glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);/清除颜色和深度缓冲区glEnable(GL_DEPTH_TEST);/启用深度检测glMatrixMode(GL_MODELVIEW);glColor3f(1.0f,0.0f,0.0f);glLoadIdentity();glTranslatef(0.0f,0.0f,-30.0f);glScalef(0.05f,0.05f,0.05f);glScalef(60.0f,30.0f,30.0f);glPushMatrix(); glBegin(GL_QUADS);glColor3f(1.0f,1.0f,0.0f); glVertex3f(-1.0f,-0.3f,0.0f); glVertex3f(0.0f,0.0f,0.0f); glVertex3f(0.0f,-4.0f,0.0f); glVertex3f(-1.0f,-3.7f,0.0f); glEnd(); glPopMatrix(); glRotatef(Angle,0.0f,1.0f,0.0f); glPushMatrix(); glBegin(GL_QUADS); glColor3f(1.0f,0.0f,1.0f);glVertex3f(0.0f,0.0f,0.0f); glVertex3f(1.0f,-0.3f,0.0f); glVertex3f(1.0f,-3.7f,0.0f); glVertex3f(0.0f,-4.0f,0.0f); glEnd();glPopMatrix();Angle -=10;if(Angle100)Angle=-100;Angle +=5;Sleep(100);return TRUE;19.正六边形余弦线由左到右在前面定义:int Angle = 0int DrawGLScene(GLvoid)glTranslatef(0.0f,0.0f,-22.0f);glScalef(0.05f,0.05f,0.05f);glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glLoadIdentity();int a=10;glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);/清除颜色和深度
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