OpenGL之路(七)为立方体添加丰富色彩
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在立方体的六个面贴上不同的颜色,如果想达到混合颜色的效果,可以参照立方体的前面代码在每一行前都加上颜色
代码如下
#include <gl/glut.h>#pragma comment(lib, "opengl32.lib")#pragma comment(lib, "glut32.lib")#pragma comment(lib, "glu32.lib")#pragma comment(lib, "glut.lib")void Box(float x, float y, float z) //长方体{glPushMatrix();glScalef(x, y, z);glBegin(GL_QUADS);glColor3f(1, 0, 0);glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);// 前glColor3f(0, 1, 0);glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f);glColor3f(0, 0, 1);glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, 1.0f);glColor3f(0, 1, 1);glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);glColor3f(1, 0, 0);glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);// 后glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f);glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, -1.0f);glColor3f(0, 1, 0);glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);// 上glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, 1.0f, 1.0f);glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f);glColor3f(0, 0, 1);glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);// 下glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, -1.0f, -1.0f);glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f);glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);glColor3f(1, 1, 0);glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, -1.0f, -1.0f);// 左glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f);glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, 1.0f, 1.0f);glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f);glColor3f(0, 1, 1);glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);// 右glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);glEnd();glPopMatrix();}void renderScene(void){static float i = 0;i += 0.01f;if (i > 360) i = 0;glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);glLoadIdentity();glTranslatef(0, 0, -1.5);glRotatef(i, 1, 1, 1);Box(0.3f, 0.3f, 0.3f);glutSwapBuffers();}void changeSize(int w, int h){if (h == 0) h = 1;float ratio = 1.0* w / h;glMatrixMode(GL_PROJECTION);// 单位化投影矩阵。glLoadIdentity();glViewport(0, 0, w, h);// 设置视口大小为整个窗口大小gluPerspective(45, ratio, 1, 1000);// 设置正确的投影矩阵glMatrixMode(GL_MODELVIEW);//下面是设置模型视图矩阵glLoadIdentity();gluLookAt(0.0, 0.0, 5.0, 0.0, 0.0, -1.0, 0.0f, 1.0f, 0.0f);//设置观测点}int main(int argc, char * argv[]){glutInit(&argc, argv);glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);glutInitWindowPosition(100, 100);glutInitWindowSize(320, 320);glutCreateWindow("Hello OpenGL");glutDisplayFunc(renderScene);glutIdleFunc(renderScene); //指定程序空闲时调用函数glutReshapeFunc(changeSize); //指定窗口形状变化时的回调函数glEnable(GL_DEPTH_TEST);glutMainLoop();return 0;}
效果如图
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