OpenGL大作业

GLfloat light0_position[] = { 15.0,15.0,15.0,10.0 };//定义光源位置 103
glLightfv(GL_LIGHT0, GL_POSITION, light0_position);//设置光源位置 107
x,y,z,w四个变量组成上面的数组,其中前三个代表位置,最后一个代表离场景近远(W可不予理会)
坐标系 右手边为x正,上方为y正,从屏幕向你为z正

gluLookAt(0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); 150
gluLookAt(
eyex,eyey,eyez, // 这里是观察者位置
targetx,targety,targetz // 这是观察者看着的那点
upx,upy,upz ) // 这是观察者头顶向着的方向


glRotatef(30.0, 1.0, 0.0, 0.0);//旋转使物体被观测的角度变化 多处出现
glRotatef( angle, x, y, z )函数的作用是将当前坐标系以a( x, y, z )向量为旋转轴旋转angle角度

glTranslatef(4.5f, 0.0f, -6.0f);//将画笔移动到另一个地点,方便绘制下一个图形 174

 

注意坐标系约定和函数参数单位!

 实验结果图。。

核心代码

void CTribleangleView::OnDraw(CDC* pDC)
{
    CTribleangleDoc* pDoc = GetDocument();
    ASSERT_VALID(pDoc);
    if (!pDoc)
        return;

    // TODO: add draw code for native data here
    //初始化各种设置
    wglMakeCurrent(pDC->m_hDC, m_hGLRC);//将绘图上下文绑定到设备上下文上
    glClearColor(0.5, 0.5, 0.5, 0.0);//设置背景色
    glClearDepth(1.0f);//初始化深度
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);//清空缓冲区
    glEnable(GL_DEPTH_TEST);//开启深度测试
    glShadeModel(GL_SMOOTH);//平滑阴影模式
    CRect rcClient;
    GetClientRect(&rcClient);
    GLsizei w = rcClient.Width();//视区宽度
    GLsizei h = rcClient.Height();//视区高度
    glViewport(0, 0, w, h);
    glMatrixMode(GL_PROJECTION);//选择投影矩阵
    glLoadIdentity();//重置投影矩阵
    gluPerspective(60.0, (GLfloat)w / h, 0.1, 100.0);//设置投影方式及投影参数
    glMatrixMode(GL_MODELVIEW);//选择模式矩阵
    glLoadIdentity();//重置模式矩阵

    //设置光照(定义一个位于左上方的白色定位光源)
    GLfloat lmodel_ambient[] = { 1.0f,1.0f,1.0f,1.0f };//定义环境光
    glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);//设置环境光
    GLfloat light0_ambient[] = { 1.0,1.0,1.0,1.0 };//定义光源环境光
    GLfloat light0_diffuse[] = { 1.0,1.0,1.0,1.0 };//定义光源散射光
    GLfloat light0_specular[] = { 1.0,1.0,1.0,1.0 };//定义光源反射光
    GLfloat light0_position[] = { 15.0,15.0,15.0,10.0 };//定义光源位置
    glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient);//设置光源环境光
    glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);//设置光源散射光
    glLightfv(GL_LIGHT0, GL_SPECULAR, light0_specular);//设置光源反射光
    glLightfv(GL_LIGHT0, GL_POSITION, light0_position);//设置光源位置
    glEnable(GL_LIGHT0);//启用光源
    glEnable(GL_LIGHTING);//启用光照效果
    
                          //定义黄铜材质
    GLfloat brass_ambient[] = { 0.329412f,0.223529f,0.027451f,1.0f };//定义材质环境光
    GLfloat brass_diffuse[] = { 0.780392f,0.568627f,0.113725f,1.0f };//定义材质散射光
    GLfloat brass_specular[] = { 0.992157f,0.941176f,0.807843f,1.0f };//定义材质反射光
    GLfloat brass_sinines[] = { 100.0f };//定义材质镜面反射强度
    glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, brass_ambient);//设置材质环境光
    glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, brass_diffuse);//设置材质散射光
    glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, brass_specular);//设置材质反射光
    glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, brass_sinines);//设置材质镜面反射强度
                        //塑料材质
    GLfloat plastic_ambient[] = { 0.0f,0.0f,0.00f,1.0f };//定义材质环境光
    GLfloat plastic_diffuse[] = { 0.7f,0.85f,0.7f,1.0f };//定义材质散射光
    GLfloat plastic_specular[] = { 0.75f,0.75f,0.75f,1.0f };//定义材质反射光
    GLfloat plastic_sinines[] = { 10.0f };//定义材质镜面反射强度
    glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, plastic_ambient);//设置材质环境光
    glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, plastic_diffuse);//设置材质散射光
    glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, plastic_specular);//设置材质反射光
    glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, plastic_sinines);//设置材质镜面反射强度

    //平面纹理坐标生成
    static GLfloat xequalzero[] = { 1.0,1.0,1.0,1.0 };
    static GLfloat slanted[] = { 1.0,1.0,1.0,1.0 };
    static GLfloat *currentCoeff;
    static GLenum    currentPlane;
    static GLint    currentGenMode;
    static float    roangles;
    glClearColor(1.0, 1.0, 1.0, 1.0);
    glEnable(GL_DEPTH_TEST);
    glShadeModel(GL_SMOOTH);
#define stripleImageWidth 32
    GLubyte stripleImage[4 * stripleImageWidth];

    int j;
    for (j = 0; j < stripleImageWidth; ++j) {
        stripleImage[4 * j + 0] = (GLubyte)((j <= 4) ? 255 : 0);
        stripleImage[4 * j + 1] = (GLubyte)((j>4) ? 255 : 0);
        stripleImage[4 * j + 2] = (GLbyte)(0);
        stripleImage[4 * j + 3] = (GLbyte)255;
    }
    glPixelStoref(GL_UNPACK_ALIGNMENT,1);
    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexImage1D(GL_TEXTURE_1D, 0, 4, stripleImageWidth, 0,
        GL_RGBA, GL_UNSIGNED_BYTE, stripleImage);
    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
    currentCoeff = xequalzero;
    currentGenMode = GL_OBJECT_LINEAR;
    currentPlane = GL_OBJECT_PLANE;
    glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, currentGenMode);
    glTexGenfv(GL_S, currentPlane, currentCoeff);
    glEnable(GL_TEXTURE_GEN_S);
    glEnable(GL_TEXTURE_1D);
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    glEnable(GL_AUTO_NORMAL);
    glEnable(GL_NORMALIZE);
    glFrontFace(GL_CW);
    glMaterialf(GL_FRONT, GL_SHININESS, 64.0);
    roangles = 45.0;
    //设置坐标系统
    glTranslatef(0.0f, -0.1f, -2.0f);//将坐标系统下移0.1,后移2.0
    glRotatef(45, 1.0, 0.0, 0.0);//将坐标系统绕x轴逆时针旋转45度
    glRotatef(30, 0.0, -1.0, 0.0);//将坐标系统绕y轴顺时针旋转30度

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();
    glPushMatrix();
    glTranslatef(-1.5f, 0.0f, -6.0f);
    glRotatef(30.0, 1.0, 0.0, 0.0);
    glRotatef(30.0, 0.0, 1.0, 0.0);

    glutSolidCube(2.0);
    glLoadIdentity();
    glTranslatef(2.5f, 0.0f, -6.0f);
    glRotatef(0.0f, 1.0f, 0.0f, 0.0f);
    glutSolidSphere(2.0, 32, 32);
    glDisable(GL_TEXTURE_2D);//禁用纹理映射
    glPopMatrix();
    glFlush();//强制输出
    SwapBuffers(pDC->m_hDC);//交换缓冲区
    wglMakeCurrent(pDC->m_hDC, NULL);//置绘图上下文为非当前状态,释放设备上下文


}

 

posted @ 2016-12-17 00:40  狡啮之仰  阅读(3151)  评论(1编辑  收藏  举报