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1、#include stdafx.h#include #include void display() glClearColor(0.0,0.0,0.0,0.0); glClear(GL_COLOR_BUFFER_BIT); glColor4f(1.0,1.0,0.0,1.0); / set the point color glPointSize(10); glBegin(GL_POLYGON); glVertex2f(0.0,0.0); glVertex2f(0.0,3.0); glVertex2f(4.0,3.0); glVertex2f(6.0,1.5); glVertex2f(4.0,0.
2、0); glEnd(); glFlush();int main(int argc, char* argv) glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE); glutInitWindowPosition(100, 100); glutInitWindowSize(400, 400); glutCreateWindow(第一个OpenGL程序); glutDisplayFunc(display); glutMainLoop(); return 0;#include stdafx.h#include #inclu
3、de void display() glClearColor(0.0,0.0,0.0,0.0); glClear(GL_COLOR_BUFFER_BIT); glColor4f(1.0,0.0,0.0,1.0); / set the point color glPointSize(10); glBegin(GL_POINTS); glVertex3f(-0.5,-0.5,0.0); glVertex3f(0.5,-0.5,0.0); glVertex3f(0.5,0.5,0.0); glVertex3f(-0.5,0.5,0.0); glEnd(); glFlush();int main(in
4、t argc, char* argv) glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE); glutInitWindowPosition(100, 100); glutInitWindowSize(400, 400); glutCreateWindow(第一个OpenGL程序); glutDisplayFunc(display); glutMainLoop(); return 0;#include stdafx.h#include #include void display() glClearColor(0.0
5、,0.0,0.0,0.0); glClear(GL_COLOR_BUFFER_BIT); glColor4f(1.0,1.0,0.0,1.0); glPointSize(10); glBegin(GL_TRIANGLES); glVertex3f(0.25,0.25,0.0); glVertex3f(0.75,0.25,0.0); glVertex3f(0.75,0.75,0.0); glEnd(); glFlush();int main(int argc, char* argv) glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GL
6、UT_SINGLE); glutInitWindowPosition(100, 100); glutInitWindowSize(400, 400); glutCreateWindow(第台?一?个?OpenGL程序); glutDisplayFunc(display); glutMainLoop(); return 0;#include #include void display()/ 绘?制?函数簓 glClearColor(0.0,0.0,0.0,0.0); glClear(GL_COLOR_BUFFER_BIT); glColor4f(1.0,1.0,0.0,1.0); glPoint
7、Size(10);glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);glBegin(GL_POLYGON);glEdgeFlag(GL_TRUE);glVertex3f (0.25,0.25,0.0);glEdgeFlag(GL_FALSE);glVertex3f(0.75,0.25,0.0);glEdgeFlag(GL_TRUE);glVertex3f(0.75,0.75,0.0); glEnd(); glFlush();int main(int argc, char* argv) glutInit(&argc, argv); glutInitDisplayM
8、ode(GLUT_RGB | GLUT_SINGLE); glutInitWindowPosition(100, 100); glutInitWindowSize(400, 400); glutCreateWindow(标括?记?多变?形?边?界?边?); glutDisplayFunc(display); glutMainLoop(); return 0;#include stdafx.h#pragma comment( lib, opengl32.lib )#pragma comment( lib, glu32.lib )#pragma comment( lib, glut32.lib)#
9、include #include void background(void)glClearColor(0.0,0.0,0.0,0.0);/设?置?背?景颜?色?为a黑色?void myDisplay(void)glClear(GL_COLOR_BUFFER_BIT);/buffer设?置?为a颜?色?可写glBegin(GL_TRIANGLES);/开a始?画-三角?形?glShadeModel(GL_SMOOTH);/设?置?为a光a滑?明暗悝?模式?glColor3f(1.0,0.0,0.0);/设?置?第台?一?个?顶¥点?为a红色?glVertex2f(-1.0,-1.0);/设?置?
10、第台?一?个?顶¥点?的?坐?标括?为a(辍?1.0,?-1.0)?glColor3f(0.0,1.0,0.0);/设?置?第台?二t个?顶¥点?为a绿色?glVertex2f(0.0,-1.0);/设?置?第台?二t个?顶¥点?的?坐?标括?为a(辍?.0,?-1.0)?glColor3f(0.0,0.0,1.0);/设?置?第台?三个?顶¥点?为a蓝?色?glVertex2f(-0.5,1.0);/设?置?第台?三个?顶¥点?的?坐?标括?为a(辍?0.5,?1.0)?glEnd();/三角?形?结束?glFlush();/强?制?OpenGL函数簓在有瓺限T时骸?间?内运?行Dvoid
11、myReshape(GLsizei w,GLsizei h)glViewport(0,0,w,h);/设?置?视酣?口glMatrixMode(GL_PROJECTION);/指?明当獭?前矩?阵为aGL_PROJECTIONglLoadIdentity();/将?当獭?前矩?阵置?换?为a单蹋?位?阵if(w = h)gluOrtho2D(-1.0,1.5,-1.5,1.5*(GLfloat)h/(GLfloat)w);/定义?二t维?正y视酣?投?影?矩?阵elsegluOrtho2D(-1.0,1.5*(GLfloat)w/(GLfloat)h,-1.5,1.5);glMatrixMod
12、e(GL_MODELVIEW);/指?明当獭?前矩?阵为aGL_MODELVIEWint main(int argc,char * argv)/*初?始?化*/glutInit(&argc,argv);glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB);glutInitWindowSize(400,400);glutInitWindowPosition(200,200);/*创洹?建窗洹?口*/glutCreateWindow(Triangle);/*绘?制?与?显?示?*/background();glutReshapeFunc(myReshape);glut
13、DisplayFunc(myDisplay);glutMainLoop();return(0);#include stdafx.h#pragma comment( lib, opengl32.lib )#pragma comment( lib, glu32.lib )#pragma comment( lib, glut32.lib)#include #include static int shoulder = 0, elbow = 0;/shoulder:肩部角度,elbow:肘部角度void init(void) glClearColor(0.0f, 0.0f, 0.0f, 0.0f); g
14、lShadeModel(GL_FLAT);void display(void) glClear(GL_COLOR_BUFFER_BIT); glPushMatrix();/把当前的变换矩阵压入opengl内部栈中,用以保存当前矩阵 /画机器人的上臂 glTranslatef(-1.0f, 0.0f, 0.0f);/用平移矩阵乘当前矩阵,格式为glTranslatef(x,y,z) glRotatef(GLfloat) shoulder, 0.0f, 0.0f, 1.0f);/用旋转矩阵乘当前矩阵,格式为glRotatef(角度,x轴,y轴,z轴),这里是绕z轴旋转 glTranslatef(1
15、.0f, 0.0f, 0.0f);/再用平移矩阵乘当前矩阵,注意顺序 glPushMatrix();/变换矩阵压栈 glScalef(2.0f, 0.4f, 1.0f);/用缩放矩阵乘以当前矩阵,格式为 glRotatef(缩放比例,y缩放比例,z缩放比例) glutWireCube(1.0f);/glut库函数,画一个三维Cube,参数为边长 glPopMatrix();/弹栈,现在矩阵恢复到使用缩放前的样子/画机器人的前臂,请注意平移矩阵和旋转矩阵的变化 glTranslatef(1.0f, 0.0f, 0.0f); glRotatef(GLfloat) elbow, 0.0f, 0.0f
16、, 1.0f); glTranslatef(1.0f, 0.0f, 0.0f); glPushMatrix(); glScalef(2.0f, 0.4f, 1.0f); glutWireCube(1.0f); glPopMatrix(); glPopMatrix(); glFlush();void reshape (int width, int height) glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(65.0f, (GLfloat)width/(
17、GLfloat)height, 1.0f, 20.0f);/建立一个透视投影视图体,格式为:gluPerspective(视域的角度,宽高比,视点到近裁剪面的距离(总为正) glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.0f, 0.0f, -5.0f);/用平移矩阵乘当前矩阵,注意,这会将所有绘制过程中绘制的物体平移void keyboard(unsigned char key, int x, int y) switch (key) case a:/处理四个按键,改变旋转角度,转动手臂 shoulder = (shou
18、lder + 5) % 360; glutPostRedisplay();/重画 break; case d: shoulder = (shoulder - 5) % 360; glutPostRedisplay(); break; case q: elbow = (elbow + 5) % 360; glutPostRedisplay(); break; case e: elbow = (elbow - 5) % 360; glutPostRedisplay(); break; case x: exit(0); break; default: break; int main(int argc
19、, char* argv) glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowSize(500, 500); glutInitWindowPosition(100, 100); glutCreateWindow(Transform); init(); glutDisplayFunc(display); glutReshapeFunc(reshape); glutKeyboardFunc(keyboard); glutMainLoop(); return 0;#include std
20、afx.h#pragma comment( lib, opengl32.lib )#pragma comment( lib, glu32.lib )#pragma comment( lib, glut32.lib)#include #include static int year = 0,day = 0;void init(void) glClearColor(0.0, 0.0, 0.0, 0.0); glShadeModel(GL_FLAT);void display(void) glClear(GL_COLOR_BUFFER_BIT); glColor3f(1.0,1.0,1.0); gl
21、PushMatrix(); glutWireSphere(1.0,20,16); glRotatef(GLfloat) year, 0.0, 1.0, 0.0); glTranslatef(2.0, 0.0, 0.0); glRotatef(GLfloat) day, 0.0, 1.0, 0.0); glutWireSphere(0.2,10,8); glPopMatrix(); glutSwapBuffers();void reshape (int w, int h) glViewport(0, 0, (GLsizei)w, (GLsizei) h); glMatrixMode(GL_PRO
22、JECTION); glLoadIdentity(); gluPerspective(65.0f, (GLfloat)w/(GLfloat)h, 1.0, 20.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0.0,0.0,5.0,0.0,0.0,0.0,0.0,1.0,20.0);void keyboard(unsigned char key, int x, int y) switch (key) case d: day=(day+10)%360;glutPostRedisplay(); break; case D:
23、day=(day-10)%360; glutPostRedisplay(); break; case y: year=(year+5)%360;glutPostRedisplay(); break; case Y: year=(year-5)%360; glutPostRedisplay(); break; default: break; int main(int argc, char* argv) glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE| GLUT_RGB); glutInitWindowSize(500, 500); g
24、lutInitWindowPosition(100, 100); glutCreateWindow(argv0); init(); glutDisplayFunc(display); glutReshapeFunc(reshape); glutKeyboardFunc(keyboard); glutMainLoop(); return 0;#include stdafx.h#pragma comment( lib, opengl32.lib )#pragma comment( lib, glu32.lib )#pragma comment( lib, glut32.lib)#include #
25、include void init(void) glClearColor(0.0, 0.0, 0.0, 0.0); glShadeModel(GL_FLAT);void display(void)GLdouble eqn4=0.0,1.0,0.0,0.0;GLdouble eqn24=1.0,1.0,0.0,0.0;glClear(GL_COLOR_BUFFER_BIT);glColor3f(1.0,1.0,1.0);glPushMatrix();glTranslatef(0.0,0.0,-5.0);glClipPlane(GL_CLIP_PLANE0,eqn);glEnable(GL_CLI
26、P_PLANE0);glClipPlane(GL_CLIP_PLANE1,eqn2);glEnable(GL_CLIP_PLANE1);glRotatef(90.0,1.0,0.0,0.0);glutWireSphere(1.0,20,16);glPopMatrix();glFlush();void reshape (int w, int h) glViewport(0, 0, (GLsizei)w, (GLsizei) h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(60.0, (GLfloat)w/(GLf
27、loat)h, 1.0, 20.0); glMatrixMode(GL_MODELVIEW); int main(int argc, char* argv) glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE| GLUT_RGB); glutInitWindowSize(500, 500); glutInitWindowPosition(100, 100); glutCreateWindow(argv0); init(); glutDisplayFunc(display); glutReshapeFunc(reshape); glutM
28、ainLoop(); return 0;Opengl相关库函数:GLU:设置视点矩阵和投影矩阵、执行多边形网格化以及渲染曲面等任务。GLX:X窗口系统WGL;windows和OPengl之间的接口。GLUT:opengl实用工具包。包含头文件件:#include #include #include #incude”glext.h”GLX时:#include #includeWGL时: #include使用GLUT: #include标准C语言库系统调用,与图形无关的头文件#include#include1. 窗口管理:glutInit(int*argc,char*argv):初始化glut并处
29、理命令行参数。 glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB|GLUT_DEPTH) glutInitWindowPosition(int x,int y):指定窗口左上角在屏幕上的位置。 glutInitWindowSize(int width,int size)指定窗口的大小单位为像素 Int glutCreateWindow(char *string):使用一个opengl场景创建一个窗口2. 显示回调函数glutDisplayFunc(void(*func)(void) glutPostDisplayFunc(void)3.运行程序:glutMain
30、Loop(void)范例1.2一个使用GLUT的简单的OPengl程序:hello.c#include stdafx.h#include #include#include #includevoid display(void)glClear(GL_COLOR_BUFFER_BIT);glColor3f(1.0,1.0,1.0);glBegin(GL_POLYGON);glVertex3f(0.25,0.25,0.0);glVertex3f(0.75,0.25,0.0);glVertex3f(0.75,0.75,0.0);glVertex3f(0.25,0.75,0.0);glEnd();glFl
31、ush();void init (void)glClearColor(0.0,0.0,0.0,0.0);glMatrixMode(GL_PROJECTION);glOrtho(0.0,1.0,0.0,1.0,-1.0,1.0);int main (int argc ,char*argv)glutInit(&argc,argv);glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB);glutInitWindowSize(250,250);glutInitWindowPosition(100,100);glutCreateWindow(hello);init();gl
32、utDisplayFunc(display);glutMainLoop();return 0; 4. 处理输入事件glutReshapeFunc(void(*func)(int w,int h):指定窗口大小发生改变时应采取的措施glutKeyboardFunc(void(*func)(unsigned char key,int x,int y)glutMouseFunc(void(*func)(int button,int state,int x,int y)指定当特定的键和鼠标按钮被按下或者松开时应调用的调用。glutMotionFunc(void(*func)(intx,inty)注册了
33、当用户按下鼠标按钮并移动鼠标时应调用的回调函数。5. 管理后台处理glutIdleFunc(void(*func)(void)6. 绘制三维物体(后一种指定了面法线)void glutWireCube(GLdouble size);Void glutSolidCube(GLdouble size);void glutWireSphere(GLdouble radius,GLint slices,GLint stacks);void glutSolidSphere(GLdouble radius,GLint slices,GLint stacks);范例1.3使用双缓存的程序#include s
34、tdafx.h#pragma comment( lib, opengl32.lib )#pragma comment( lib, glu32.lib )#pragma comment( lib, glut32.lib)#include #include static GLfloat spin = 0.0;void init(void)glClearColor(0.0,0.0,0.0,0.0);glShadeModel(GL_FLAT);void display(void)glClear(GL_COLOR_BUFFER_BIT);glPushMatrix();glRotatef(spin,0.0
35、,0.0,1.0);glColor3f(1.0,1.0,1.0);glRectf(-25.0,-25.0,25.0,25.0);glPopMatrix();glutSwapBuffers();void spinDisplay(void)spin = spin+2.0;if(spin360.0)spin = spin - 360.0;glutPostRedisplay();void reshape(int w,int h)glViewport(0,0,(GLsizei)w,(GLsizei) h);glMatrixMode(GL_PROJECTION);glLoadIdentity();glOr
36、tho(-50.0,50.0,-50.0,50.0,-1.0,1.0);glMatrixMode(GL_MODELVIEW);glLoadIdentity();void mouse(int button,int state,int x,int y)switch(button)case GLUT_LEFT_BUTTON:if (state=GLUT_DOWN)glutIdleFunc(spinDisplay);break;case GLUT_MIDDLE_BUTTON:if (state=GLUT_DOWN)glutIdleFunc(NULL);break;default:break;int m
37、ain (int argc ,char*argv)glutInit(&argc,argv);glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB);glutInitWindowSize(250,250);glutInitWindowPosition(100,100);glutCreateWindow(argv0);init();glutDisplayFunc(display);glutReshapeFunc(reshape);glutMouseFunc(mouse);glutMainLoop();return 0;1.RGBA模式窗口的背景设置为黑色glClearC
38、olor(0.0,0.0,0.0,0.0);清空颜色设置为黑色glClear(GL_COLOR_BUFFER_BIT);窗口的背景设置为当前清空颜色。2.清除颜色和深度缓存glClearColor(0.0,0.0,0.0,0.0);glClearDepth(1.0);glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);3. 首次打开窗口、移动窗口、改变窗口大小时系统都将发送一个事件,调用向glutReshapeFunc()注册的函数。重新创建用作渲染画布的矩形区域;定义绘制物体时使用的坐标系。范例2.1Void reshape(int w,int
39、h)glViewport(0,0,(GLsizei) w,(GLsizei ) h);调整像素矩形glMatriMode(GL_PROJECTION);调整绘图坐标系glLoadIdentity();gluOrtho2D(0.0,(GLdouble) w,0.0,(GLdouble) h);范例2.3绘制填充多边形#include stdafx.h#include#include#include#includevoid display(void)glClearColor(0.0,0.0,0.0,0.0);glClear(GL_COLOR_BUFFER_BIT);glColor3f(1.0,1.
40、0,1.0);/*glPointSize(10);*/glBegin(GL_POLYGON); glVertex2f(0.0,0.0); glVertex2f(0.0,3.0); glVertex2f(4.0,3.0); glVertex2f(6.0,1.5); glVertex2f(4.0,0.0); glEnd(); glFlush();void init(void)glClearColor(0.0,0.0,0.0,0.0);glMatrixMode(GL_PROJECTION);glLoadIdentity();glOrtho(-5.0,10.0,-3.0,5.0,-1.0,1.0);i
41、nt main (int argc ,char*argv)glutInit(&argc,argv);glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB);glutInitWindowSize(250,250);glutInitWindowPosition(100,100);glutCreateWindow(hello);init();glutDisplayFunc(display);glutMainLoop();return 0;#include stdafx.h#include#include#include#include#define drawOneLine
42、(x1,y1,x2,y2) glBegin(GL_LINES);glVertex2f(x1),(y1);glVertex2f(x2),(y2); glEnd();void init(void)glClearColor(0.0,0.0,0.0,0.0);glShadeModel(GL_FLAT);void display(void)int i;glClear(GL_COLOR_BUFFER_BIT);glColor3f(1.0,1.0,1.0);glEnable(GL_LINE_STIPPLE);glLineStipple(1,0x0101);drawOneLine(50.0,125.0,150
43、.0,125.0);glLineStipple(1,0x00FF);drawOneLine(150.0,125.0,250.0,125.0);glLineStipple(1,0x1c47);drawOneLine(250.0,125.0,350.0,125.0); glLineWidth(5.0);glLineStipple(1,0x0101);drawOneLine(50.0,100.0,150.0,100.0);glLineStipple(1,0x00FF);drawOneLine(150.0,100.0,250.0,100.0);glLineStipple(1,0x1C47);drawO
44、neLine(250.0,100.0,350.0,100.0);glLineWidth(1.0);glLineStipple(1,0x1C47);glBegin(GL_LINE_STRIP);for(i=0;i7;i+)glVertex2f(50.0+(GLfloat)i*50.0),75.0); glEnd(); for(i=0;i6;i+) drawOneLine(50.0+(GLfloat)i*50.0),50.0, 50.0+(GLfloat)(i+1)*50.0),50.0); glLineStipple(5,0x1C47); drawOneLine(50.0,25.0,350.0,
45、25.0); glDisable(GL_LINE_STIPPLE); glFlush(); void reshape(int w,int h) glViewport(0,0,(GLsizei) w,(GLsizei) h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(0.0,(GLdouble)w,0.0,(GLdouble) h); int main(int argc,char*argv) glutInit(&argc,argv); glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB);g
46、lutInitWindowSize(400,150); glutInitWindowPosition(100,100); glutCreateWindow(argv0); init(); glutDisplayFunc(display); glutReshapeFunc(reshape); glutMainLoop(); return 0; #include stdafx.h#include#include#include#includevoid display(void)GLubyte fly =0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x03,0x8
47、0,0x01,0xC0,0x06,0xC0,0x03,0x60,0x04,0x60,0x06,0x20,0x04,0x30,0x0C,0x20,0x04,0x18,0x18,0x20,0x04,0x0C,0x30,0x20,0x04,0x06,0x60,0x20,0x44,0x03,0xC0,0x22,0x44,0x01,0x80,0x22,0x44,0x01,0x80,0x22,0x44,0x01,0x80,0x22,0x44,0x01,0x80,0x22,0x44,0x01,0x80,0x22,0x44,0x01,0x80,0x22,0x66,0x01,0x80,0x66,0x33,0x01,0x80,0xCC,0x19,0x81,0x81,0x98,0x0C,0xC1,0x83,0x30,0x07,0xe1,0
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