OpenGL: 绘制优地壶源码

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     OpenGL绘制优地壶。

#include <Windows.h>#include <gl/GL.h>#include <gl/GLU.h>#include <gl/glut.h>#include <gl/GLAux.h>#pragma comment(lib, "OpenGL32.lib")#pragma comment(lib, "Glut32.lib")/* Rim, body, lid, and bottom data must be reflected in x and   y; handle and spout data across the y axis only.  */static int patchdata[][16] ={    /* rim */  {102, 103, 104, 105, 4, 5, 6, 7, 8, 9, 10, 11,    12, 13, 14, 15},    /* body */  {12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23,    24, 25, 26, 27},  {24, 25, 26, 27, 29, 30, 31, 32, 33, 34, 35, 36,    37, 38, 39, 40},    /* lid */  {96, 96, 96, 96, 97, 98, 99, 100, 101, 101, 101,    101, 0, 1, 2, 3,},  {0, 1, 2, 3, 106, 107, 108, 109, 110, 111, 112,    113, 114, 115, 116, 117},    /* bottom */  {118, 118, 118, 118, 124, 122, 119, 121, 123, 126,    125, 120, 40, 39, 38, 37},    /* handle */  {41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52,    53, 54, 55, 56},  {53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64,    28, 65, 66, 67},    /* spout */  {68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79,    80, 81, 82, 83},  {80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91,    92, 93, 94, 95}};/* *INDENT-OFF* */static float cpdata[][3] ={    {0.2, 0, 2.7}, {0.2, -0.112, 2.7}, {0.112, -0.2, 2.7}, {0,    -0.2, 2.7}, {1.3375, 0, 2.53125}, {1.3375, -0.749, 2.53125},    {0.749, -1.3375, 2.53125}, {0, -1.3375, 2.53125}, {1.4375,    0, 2.53125}, {1.4375, -0.805, 2.53125}, {0.805, -1.4375,    2.53125}, {0, -1.4375, 2.53125}, {1.5, 0, 2.4}, {1.5, -0.84,    2.4}, {0.84, -1.5, 2.4}, {0, -1.5, 2.4}, {1.75, 0, 1.875},    {1.75, -0.98, 1.875}, {0.98, -1.75, 1.875}, {0, -1.75,    1.875}, {2, 0, 1.35}, {2, -1.12, 1.35}, {1.12, -2, 1.35},    {0, -2, 1.35}, {2, 0, 0.9}, {2, -1.12, 0.9}, {1.12, -2,    0.9}, {0, -2, 0.9}, {-2, 0, 0.9}, {2, 0, 0.45}, {2, -1.12,    0.45}, {1.12, -2, 0.45}, {0, -2, 0.45}, {1.5, 0, 0.225},    {1.5, -0.84, 0.225}, {0.84, -1.5, 0.225}, {0, -1.5, 0.225},    {1.5, 0, 0.15}, {1.5, -0.84, 0.15}, {0.84, -1.5, 0.15}, {0,    -1.5, 0.15}, {-1.6, 0, 2.025}, {-1.6, -0.3, 2.025}, {-1.5,    -0.3, 2.25}, {-1.5, 0, 2.25}, {-2.3, 0, 2.025}, {-2.3, -0.3,    2.025}, {-2.5, -0.3, 2.25}, {-2.5, 0, 2.25}, {-2.7, 0,    2.025}, {-2.7, -0.3, 2.025}, {-3, -0.3, 2.25}, {-3, 0,    2.25}, {-2.7, 0, 1.8}, {-2.7, -0.3, 1.8}, {-3, -0.3, 1.8},    {-3, 0, 1.8}, {-2.7, 0, 1.575}, {-2.7, -0.3, 1.575}, {-3,    -0.3, 1.35}, {-3, 0, 1.35}, {-2.5, 0, 1.125}, {-2.5, -0.3,    1.125}, {-2.65, -0.3, 0.9375}, {-2.65, 0, 0.9375}, {-2,    -0.3, 0.9}, {-1.9, -0.3, 0.6}, {-1.9, 0, 0.6}, {1.7, 0,    1.425}, {1.7, -0.66, 1.425}, {1.7, -0.66, 0.6}, {1.7, 0,    0.6}, {2.6, 0, 1.425}, {2.6, -0.66, 1.425}, {3.1, -0.66,    0.825}, {3.1, 0, 0.825}, {2.3, 0, 2.1}, {2.3, -0.25, 2.1},    {2.4, -0.25, 2.025}, {2.4, 0, 2.025}, {2.7, 0, 2.4}, {2.7,    -0.25, 2.4}, {3.3, -0.25, 2.4}, {3.3, 0, 2.4}, {2.8, 0,    2.475}, {2.8, -0.25, 2.475}, {3.525, -0.25, 2.49375},    {3.525, 0, 2.49375}, {2.9, 0, 2.475}, {2.9, -0.15, 2.475},    {3.45, -0.15, 2.5125}, {3.45, 0, 2.5125}, {2.8, 0, 2.4},    {2.8, -0.15, 2.4}, {3.2, -0.15, 2.4}, {3.2, 0, 2.4}, {0, 0,    3.15}, {0.8, 0, 3.15}, {0.8, -0.45, 3.15}, {0.45, -0.8,    3.15}, {0, -0.8, 3.15}, {0, 0, 2.85}, {1.4, 0, 2.4}, {1.4,    -0.784, 2.4}, {0.784, -1.4, 2.4}, {0, -1.4, 2.4}, {0.4, 0,    2.55}, {0.4, -0.224, 2.55}, {0.224, -0.4, 2.55}, {0, -0.4,    2.55}, {1.3, 0, 2.55}, {1.3, -0.728, 2.55}, {0.728, -1.3,    2.55}, {0, -1.3, 2.55}, {1.3, 0, 2.4}, {1.3, -0.728, 2.4},    {0.728, -1.3, 2.4}, {0, -1.3, 2.4}, {0, 0, 0}, {1.425,    -0.798, 0}, {1.5, 0, 0.075}, {1.425, 0, 0}, {0.798, -1.425,    0}, {0, -1.5, 0.075}, {0, -1.425, 0}, {1.5, -0.84, 0.075},    {0.84, -1.5, 0.075}};static float tex[2][2][2] ={  { {0, 0},    {1, 0}},  { {0, 1},    {1, 1}}};/* *INDENT-ON* */static voidteapot(GLint grid, GLdouble scale, GLenum type){  float p[4][4][3], q[4][4][3], r[4][4][3], s[4][4][3];  long i, j, k, l;  glPushAttrib(GL_ENABLE_BIT | GL_EVAL_BIT);  glEnable(GL_AUTO_NORMAL);  glEnable(GL_NORMALIZE);  glEnable(GL_MAP2_VERTEX_3);  glEnable(GL_MAP2_TEXTURE_COORD_2);  glPushMatrix();  glRotatef(270.0, 1.0, 0.0, 0.0);  glScalef(0.5 * scale, 0.5 * scale, 0.5 * scale);  glTranslatef(0.0, 0.0, -1.5);  for (i = 0; i < 10; i++)  {    for (j = 0; j < 4; j++){      for (k = 0; k < 4; k++)  {        for (l = 0; l < 3; l++){          p[j][k][l] = cpdata[patchdata[i][j * 4 + k]][l];          q[j][k][l] = cpdata[patchdata[i][j * 4 + (3 - k)]][l];          if (l == 1)  {  q[j][k][l] *= -1.0;  }          if (i < 6)  {            r[j][k][l] = cpdata[patchdata[i][j * 4 + (3 - k)]][l];            if (l == 0){r[j][k][l] *= -1.0;}s[j][k][l] = cpdata[patchdata[i][j * 4 + k]][l];            if (l == 0){s[j][k][l] *= -1.0;}if (l == 1){s[j][k][l] *= -1.0;}          }        }      }    }    glMap2f(GL_MAP2_TEXTURE_COORD_2, 0, 1, 2, 2, 0, 1, 4, 2, &tex[0][0][0]);    glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, &p[0][0][0]);    glMapGrid2f(grid, 0.0, 1.0, grid, 0.0, 1.0);    glEvalMesh2(type, 0, grid, 0, grid);    glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, &q[0][0][0]);    glEvalMesh2(type, 0, grid, 0, grid);    if (i < 6){      glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, &r[0][0][0]);      glEvalMesh2(type, 0, grid, 0, grid);      glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, &s[0][0][0]);      glEvalMesh2(type, 0, grid, 0, grid);    }  }  glPopMatrix();  glPopAttrib();}/* CENTRY */void glutSolidTeapot_s(GLdouble scale){  teapot(14, scale, GL_FILL);}void glutWireTeapot_s(GLdouble scale){  teapot(10, scale, GL_LINE);}/* ENDCENTRY *///////////////////////////////////////////////////////////////////////////GLfloat rotx = 0, roty = 0, rotz = 0;void init(){glClearColor(0.0, 0.0, 0.0, 0.0);glShadeModel(GL_FLAT);}void display(){glClear(GL_COLOR_BUFFER_BIT);glPushMatrix();glColor3f(1.0, 0.0f, 0.0f);glTranslatef(-1.0f, -1.0, 0.0);glRotatef(rotx, -1.0, 0.0, 0.0);glRotatef(roty, 0.0, -1.0, 0.0);glRotatef(rotz, 0.0, 0.0, -1.0);glutWireTeapot_s(1.0);glPopMatrix();glPushMatrix();glColor3f(0.0, 1.0f, 0.0f);glTranslatef(1.0f, 1.0, 0.0);glRotatef(360 - rotx, 1.0, 0.0, 0.0);glRotatef(360 - roty, 0.0, 1.0, 0.0);glRotatef(360 - rotz, 0.0, 0.0, 1.0);// glutSolidTeapot_s(1.0);glutWireTeapot_s(1.0);glPopMatrix();glutSwapBuffers();}void reshape(int w, int h){glViewport(0, 0, w, h);glMatrixMode(GL_PROJECTION);glLoadIdentity();gluPerspective(60.0, (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, 0.0);}void keyboard(unsigned char key, int x, int y){switch(key){case 'x':rotx += 0.2;if (rotx >= 360){rotx -= 360;}glutPostRedisplay();break;case 'X':rotx -= 0.2;if (rotx <= -360){rotx += 360;}glutPostRedisplay();break;case 'y':roty += 0.2;if (roty >= 360){roty -= 360;}glutPostRedisplay();break;case 'Y':roty -= 0.2;if (roty <= -360){roty += 360;}glutPostRedisplay();break;case 'z':rotz += 0.2;if (rotz >= 360){rotz -= 360;}glutPostRedisplay();break;case 'Z':rotz -= 0.2;if (rotz <= 360){rotz += 360;}glutPostRedisplay();break;default:break;}}int main(int argc, char **argv){glutInit(&argc, argv);glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);glutInitWindowSize(500, 500);glutInitWindowPosition(100, 100);glutCreateWindow(argv[0]);init();glutDisplayFunc(display);glutReshapeFunc(reshape);glutKeyboardFunc(keyboard);glutMainLoop();return 0;}
效果如下:

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