Opengl生成各种基本图形

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/* * GLUT Shapes Demo * * Written by Nigel Stewart November 2003 * * This program is test harness for the sphere, cone * and torus shapes in GLUT. * * Spinning wireframe and smooth shaded shapes are * displayed until the ESC or q key is pressed.  The * number of geometry stacks and slices can be adjusted * using the + and - keys. */#include<windows.h>#ifdef __APPLE__#include <GLUT/glut.h>#else#include <GL/glut.h>#endif#include <stdlib.h>static int slices = 16;static int stacks = 16;/* GLUT callback Handlers */static void resize(int width, int height){    const float ar = (float) width / (float) height;    glViewport(0, 0, width, height);    glMatrixMode(GL_PROJECTION);    glLoadIdentity();    glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);    glMatrixMode(GL_MODELVIEW);    glLoadIdentity() ;}static void display(void){    const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;    const double a = t*90.0;    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);    glColor3d(1,0,0);    glPushMatrix();        glTranslated(-2.4,1.2,-6);        glRotated(60,1,0,0);        glRotated(a,0,0,1);        glutSolidSphere(1,slices,stacks);    glPopMatrix();    glPushMatrix();        glTranslated(0,1.2,-6);        glRotated(60,1,0,0);        glRotated(a,0,0,1);        glutSolidCone(1,1,slices,stacks);    glPopMatrix();    glPushMatrix();        glTranslated(2.4,1.2,-6);        glRotated(60,1,0,0);        glRotated(a,0,0,1);        glutSolidTorus(0.2,0.8,slices,stacks);    glPopMatrix();    glPushMatrix();        glTranslated(-2.4,-1.2,-6);        glRotated(60,1,0,0);        glRotated(a,0,0,1);        glutWireSphere(1,slices,stacks);    glPopMatrix();    glPushMatrix();        glTranslated(0,-1.2,-6);        glRotated(60,1,0,0);        glRotated(a,0,0,1);        glutWireCone(1,1,slices,stacks);    glPopMatrix();    glPushMatrix();        glTranslated(2.4,-1.2,-6);        glRotated(60,1,0,0);        glRotated(a,0,0,1);        glutWireTorus(0.2,0.8,slices,stacks);    glPopMatrix();    glutSwapBuffers();}static void key(unsigned char key, int x, int y){    switch (key)    {        case 27 :        case 'q':            exit(0);            break;        case '+':            slices++;            stacks++;            break;        case '-':            if (slices>3 && stacks>3)            {                slices--;                stacks--;            }            break;    }    glutPostRedisplay();}static void idle(void){    glutPostRedisplay();}const GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f };const GLfloat light_diffuse[]  = { 1.0f, 1.0f, 1.0f, 1.0f };const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };const GLfloat mat_ambient[]    = { 0.7f, 0.7f, 0.7f, 1.0f };const GLfloat mat_diffuse[]    = { 0.8f, 0.8f, 0.8f, 1.0f };const GLfloat mat_specular[]   = { 1.0f, 1.0f, 1.0f, 1.0f };const GLfloat high_shininess[] = { 100.0f };/* Program entry point */int main(int argc, char *argv[]){    glutInit(&argc, argv);    glutInitWindowSize(640,480);    glutInitWindowPosition(10,10);    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);    glutCreateWindow("GLUT Shapes");    glutReshapeFunc(resize);    glutDisplayFunc(display);    glutKeyboardFunc(key);    glutIdleFunc(idle);    glClearColor(1,1,1,1);    glEnable(GL_CULL_FACE);    glCullFace(GL_BACK);    glEnable(GL_DEPTH_TEST);    glDepthFunc(GL_LESS);    glEnable(GL_LIGHT0);    glEnable(GL_NORMALIZE);    glEnable(GL_COLOR_MATERIAL);    glEnable(GL_LIGHTING);    glLightfv(GL_LIGHT0, GL_AMBIENT,  light_ambient);    glLightfv(GL_LIGHT0, GL_DIFFUSE,  light_diffuse);    glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);    glLightfv(GL_LIGHT0, GL_POSITION, light_position);    glMaterialfv(GL_FRONT, GL_AMBIENT,   mat_ambient);    glMaterialfv(GL_FRONT, GL_DIFFUSE,   mat_diffuse);    glMaterialfv(GL_FRONT, GL_SPECULAR,  mat_specular);    glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);    glutMainLoop();    return EXIT_SUCCESS;}

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