OpenGL 房子
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元旦上的图形学的外教
Opengl编程
前几个实验挺简单的 实现一些基本的点 线 面 多年变形的绘制 颜色的变化 位置的改变 等
最后一个实验 绝对的坑 到现在也没懂那是什么
大作业为house 要有房子,树,太阳等
效果如下
//#include<GL/glut.h> //头文件 到时候需要改一下 此头文件在codeblocks环境下运行#include<GL/glew.h> //此头文件在vs环境下运行#include<GL/freeglut.h>#include<GL/gl.h>#include<iostream>using std::cout;#define _USE_MATH_DEFINES // for C++#include <math.h>GLfloat w = 700;GLfloat h = 700;double rotate_x = 0.0;double rotate_y = 0.0;# define white 1.0 , 1.0 , 1.0 // 对颜色的宏定义# define green 0.0 , 0.502, 0.0# define red 1.0 , 0.0 , 0.0# define gray 0.502, 0.502,0.502# define hgray 0.117, 0.180,0.227# define blue 0.0 , 0.0 , 1.0# define pi 3.14159265# define gold 1.0,215.0/255.0,0.0# define hgreen 0.0,100.0/255.0,0.0# define brown 210.0/255.0, 105.0/255.0, 30.0/255.0# define men 244.0/255.0 ,164.0/255.0 , 96.0/255.0# define menba 139.0/255.0 ,69.0/255.0,19.0/255.0double fang[8][3]; // 定义长方体的8个顶点 // 定义constract函数 当给定长方体的最里面的点时, // 计算其余的7个顶点 并赋值给fangdouble san[8][3]; // 定义地面为梯形的长方体void drawSphere(double r, int lats, int longs,double x,double y,double z) {int i, j;for(i = 0; i <= lats; i++) {double lat0 = pi * (-0.5 + (double) (i - 1) / lats); // M_PIdouble z0 = sin(lat0);double zr0 = cos(lat0);double lat1 = pi * (-0.5 + (double) i / lats);double z1 = sin(lat1);double zr1 = cos(lat1);glBegin(GL_QUAD_STRIP);glScaled(100,100,100);for(j = 0; j <= longs; j++) {double lng = 2 * pi * (double) (j - 1) / longs;double x = cos(lng);double y = sin(lng);glNormal3f(x * zr0, y * zr0, z0);glVertex3f(zr0, zr0, z0);glNormal3f(x * zr1, y * zr1, z1);glVertex3f(zr1, zr1, z1);}glEnd();}}void cons(double x,double y,double z,double x1,double y1,double z1){ san[0][0] = x; san[0][1] = y; san[0][2] = z; // 第0个点 san[1][0] = x; san[1][1] = y; san[1][2] = z+z1; // 第1个点 san[4][0] = x; san[4][1] = y+y1; san[4][2] = z; // 第4个点 san[5][0] = x; san[5][1] = y+y1; san[5][2] = z+z1/2; // 第5个点 for(int i=0;i<3;i++){ if(i==0){ san[3][i]=san[0][i]+x1; san[2][i]=san[1][i]+x1; san[6][i]=san[4][i]+x1; san[7][i]=san[5][i]+x1; }else{ san[3][i]=san[0][i]; san[2][i]=san[1][i]; san[6][i]=san[4][i]; san[7][i]=san[5][i]; } }}void constract(double x,double y,double z,double x1,double y1,double z1){ fang[0][0] = x; fang[0][1] = y; fang[0][2] = z; // 第0个点 fang[1][0] = x; fang[1][1] = y; fang[1][2] = z+z1; // 第一个点 fang[2][0] = x+x1; fang[2][1] = y; fang[2][2] = z+z1; // 第二个点 fang[3][0] = x+x1; fang[3][1] = y; fang[3][2] = z; // 第三个点 for(int i=0;i<4;i++){ // for()循环来完成其余的四个点 for(int j=0;j<3;j++){ if(j==1) fang[i+4][j]=fang[i][j]+y1; else fang[i+4][j]=fang[i][j]; } }}void build2(){ glBegin(GL_POLYGON); //glColor3f(red); glNormal3f(0.0,-1.0,0.0); glVertex3f(san[0][0],san[0][1],san[0][2]); glVertex3f(san[1][0],san[1][1],san[1][2]); glVertex3f(san[2][0],san[2][1],san[2][2]); glVertex3f(san[3][0],san[3][1],san[3][2]); glEnd(); // 下底 glBegin(GL_POLYGON); //glColor3f(green); glNormal3f(-1.0,0.0,0.0); glVertex3f(san[1][0],san[1][1],san[1][2]); glVertex3f(san[0][0],san[0][1],san[0][2]); glVertex3f(san[4][0],san[4][1],san[4][2]); glVertex3f(san[5][0],san[5][1],san[5][2]); glEnd(); // 左面 glBegin(GL_POLYGON); //glColor3f(green); glNormal3f(1.0,0.0,0.0); glVertex3f(san[7][0],san[7][1],san[7][2]); glVertex3f(san[6][0],san[6][1],san[6][2]); glVertex3f(san[3][0],san[3][1],san[3][2]); glVertex3f(san[2][0],san[2][1],san[2][2]); glEnd(); // 右面 glBegin(GL_POLYGON); //glColor3f(green); glNormal3f(0.0,0.0,1.0); glVertex3f(san[5][0],san[5][1],san[5][2]); glVertex3f(san[6][0],san[6][1],san[6][2]); glVertex3f(san[2][0],san[2][1],san[2][2]); glVertex3f(san[1][0],san[1][1],san[1][2]); glEnd(); // 前面 glBegin(GL_POLYGON); //glColor3f(green); glNormal3f(0.0,0.0,-1.0); glVertex3f(san[0][0],san[0][1],san[0][2]); glVertex3f(san[3][0],san[3][1],san[3][2]); glVertex3f(san[7][0],san[7][1],san[7][2]); glVertex3f(san[4][0],san[4][1],san[4][2]); glEnd(); // 后面 glBegin(GL_POLYGON); //glColor3f(red); glNormal3f(0.0,1.0,0.0); glVertex3f(san[4][0],san[4][1],san[4][2]); glVertex3f(san[7][0],san[7][1],san[7][2]); glVertex3f(san[6][0],san[6][1],san[6][2]); glVertex3f(san[5][0],san[5][1],san[5][2]); glEnd(); // 上面}void build(){ glBegin(GL_POLYGON); //glColor3f(red); glNormal3f(0.0,-1.0,0.0); glVertex3f(fang[0][0],fang[0][1],fang[0][2]); glVertex3f(fang[1][0],fang[1][1],fang[1][2]); glVertex3f(fang[2][0],fang[2][1],fang[2][2]); glVertex3f(fang[3][0],fang[3][1],fang[3][2]); glEnd(); // 下底 glBegin(GL_POLYGON); //glColor3f(green); glNormal3f(-1.0,0.0,0.0); glVertex3f(fang[1][0],fang[1][1],fang[1][2]); glVertex3f(fang[0][0],fang[0][1],fang[0][2]); glVertex3f(fang[4][0],fang[4][1],fang[4][2]); glVertex3f(fang[5][0],fang[5][1],fang[5][2]); glEnd(); // 左面 glBegin(GL_POLYGON); //glColor3f(green); glNormal3f(1.0,0.0,0.0); glVertex3f(fang[7][0],fang[7][1],fang[7][2]); glVertex3f(fang[6][0],fang[6][1],fang[6][2]); glVertex3f(fang[2][0],fang[2][1],fang[2][2]); glVertex3f(fang[3][0],fang[3][1],fang[3][2]); glEnd(); // 右面 glBegin(GL_POLYGON); //glColor3f(green); glNormal3f(0.0,0.0,1.0); glVertex3f(fang[5][0],fang[5][1],fang[5][2]); glVertex3f(fang[6][0],fang[6][1],fang[6][2]); glVertex3f(fang[2][0],fang[2][1],fang[2][2]); glVertex3f(fang[1][0],fang[1][1],fang[1][2]); glEnd(); // 前面 glBegin(GL_POLYGON); //glColor3f(green); glNormal3f(0.0,0.0,-1.0); glVertex3f(fang[0][0],fang[0][1],fang[0][2]); glVertex3f(fang[3][0],fang[3][1],fang[3][2]); glVertex3f(fang[7][0],fang[7][1],fang[7][2]); glVertex3f(fang[4][0],fang[4][1],fang[4][2]); glEnd(); // 后面 glBegin(GL_POLYGON); //glColor3f(red); glNormal3f(0.0,1.0,0.0); glVertex3f(fang[4][0],fang[4][1],fang[4][2]); glVertex3f(fang[7][0],fang[7][1],fang[7][2]); glVertex3f(fang[6][0],fang[6][1],fang[6][2]); glVertex3f(fang[5][0],fang[5][1],fang[5][2]); glEnd(); // 上面}void display(void){glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW);glLoadIdentity(); //增加M矩阵glRotatef(rotate_x,1.0,0.0,0.0);glRotatef(rotate_y,0.0,1.0,0.0); glTranslatef(-270,0,-270); glScalef(1.5,1.5,1.5);//****************************增加地面底板(颜色为 绿色)********glBegin(GL_POLYGON); constract(0,0,0,500,10,500); glColor3f(green); build();//****************************增加小路(颜色 深灰色)*************************** glBegin(GL_POLYGON); constract(0,0,500,500,10,100); glColor3f(gray); build(); //****************************增加车库底板(颜色 深灰色)**************** glBegin(GL_POLYGON); constract(330,20,250,140,1,250); glColor3f(gray); build(); //****************************增加斑马线(颜色为 白色)******** for(int i=0;i<5;i++){ glBegin(GL_POLYGON); constract(i*100,10,500+45,40,1,10); glColor3f(white); build(); } //****************************增加栅栏基座(颜色为 白色)******** glBegin(GL_POLYGON); constract(10,10,10,20,20,480); glColor3f(white); build(); // 对应于A点 constract(30,10,10,440,20,20); glColor3f(white); build(); // 对应于B点 constract(470,10,10,20,20,480); glColor3f(white); build(); // 对应于C点 constract(30,10,470,100,20,20); glColor3f(white); build(); // 对应于D点 constract(230,10,470,100,20,20); glColor3f(white); build(); // 对应于F点 //****************************增加栅栏柱子(颜色为 白色)******** glBegin(GL_POLYGON); constract(10,10,10,20,50,20); glColor3f(white); build(); // 对应于A点 glBegin(GL_POLYGON); constract(470,10,10,20,50,20); glColor3f(white); build(); // 对应于C点 glBegin(GL_POLYGON); constract(230,10,470,20,50,20); glColor3f(white); build(); // 对应于F点 glBegin(GL_POLYGON); constract(10,10,470,20,50,20); glColor3f(white); build(); // 对应于E点 glBegin(GL_POLYGON); constract(470,10,470,20,50,20); glColor3f(white); build(); // 对应于G点 glBegin(GL_POLYGON); constract(310,10,470,20,50,20); glColor3f(white); build(); // 对应于H点 glBegin(GL_POLYGON); constract(110,10,470,20,50,20); glColor3f(white); build(); // 对应于I点 //****************************增加栅栏(颜色为 深灰色)******** glColor3f(hgray); for(int i=35;i<470;i+=25) { constract(15,20,i,6,30,6); build(); //左边竖条 } for(int i=35;i<470;i+=25) { constract(475,20,i,6,30,6); build(); // 右边竖条 } for(int i=35;i<470;i+=25) { constract(i,20,15,6,30,6); build(); // 上边横条 } for(int i=35;i<110;i+=25) { constract(i,20,485,6,30,6); build(); // 下边横条1 } for(int i=250;i<310;i+=25) { constract(i,20,485,6,30,6); build(); // 下边横条2 } //****************************增加车库墙(颜色为 白色)******** glColor3f(white); constract(320,10,250,10,100,220); build(); constract(460,10,250,10,100,220); build(); //****************************增加车库顶棚(颜色为 深灰色)******** glColor3f(hgray); constract(320,110,250,150,10,220); build(); //****************************增加卧室和客厅的墙壁(颜色为 白色)******** glColor3f(white); constract(50,10,50,12,150,200); build(); //左墙壁 glColor3f(white); constract(438,10,50,12,150,200); build(); //右墙壁 glColor3f(white); constract(62,10,50,376,150,12); build(); //上墙壁 glColor3f(white); constract(62,10,235,376,50,12); build(); //下墙壁1 glColor3f(white); constract(62,60,235,50,50,12); build(); //下墙壁2 glColor3f(white); constract(162,60,235,276,50,12); build(); //下墙壁3 glColor3f(white); constract(62,110,235,376,50,12); build(); //下墙壁4 //****************************增加卧室和客厅的玻璃(颜色为 白色)******** glColor4f(blue,0.35); constract(62+50,60,235,50,50,12); build(); //****************************增加车库玻璃(颜色为 深灰色)******** glColor4f(blue,0.35); constract(330,22,450,130,90,10); build(); //****************************增加房顶 (颜色 红色)************ glColor3f(red); cons(50,160,140,400,27,110); build2(); cons(50,187,140,400,27,90); build2(); cons(50,214,140,400,27,70); build2(); cons(50,241,140,400,15,50); build2(); glColor3f(red); cons(50,160,140,400,27,-110); build2(); cons(50,187,140,400,27,-90); build2(); cons(50,214,140,400,27,-70); build2(); cons(50,241,140,400,15,-50); build2(); //************************************* 门************* glColor3f(men); constract(230,10,250,50,100,5); build(); //门面 glColor3f(menba); constract(235,60,255,5,5,5); build(); //门把手 //**************************************小路************* for(int i=0;i<6;i++) { glColor3f(brown); constract(235-i*15,10,250+i*40,40,2,20); build(); } //**************************************太阳************* glColor3f(gold); glTranslatef(250,400,0); glutSolidSphere(35.0, 20, 20); glTranslatef(-250,-400,0); //**************************************树干************* glColor3f(brown); constract(60,10,390,15,70,15); build(); //**************************************树叶************* glColor3f(hgreen); glTranslatef(60,70,400); glutSolidSphere(25.0, 20, 20); //球1 glTranslatef(20,0,0); glutSolidSphere(25.0, 20, 20); //球2 glTranslatef(-10,0,-10); glutSolidSphere(25.0, 20, 20); //球3 glTranslatef(0,0,20); glutSolidSphere(25.0, 20, 20); //球4 glTranslatef(0,10,-10); glutSolidSphere(25.0, 20, 20); //球4 glFlush(); // 刷新 glutSwapBuffers();//还要加上swapbuffer函数}void init(void){ GLfloat sun_direction[] = { 100.0, 100.0, 100.0, 0.0 };GLfloat sun_intensity[] = { 1.0, 1.0, 1.0, 1.0 };GLfloat ambient_intensity[] = { 0.5, 0.5, 0.5, 1.0 };glEnable(GL_LIGHTING); // Set up ambient light.glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient_intensity);glEnable(GL_LIGHT0); // Set up sunlight.glLightfv(GL_LIGHT0, GL_POSITION, sun_direction);glLightfv(GL_LIGHT0, GL_DIFFUSE, sun_intensity);glEnable(GL_COLOR_MATERIAL); // Configure glColor().glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);cout << "The OpenGL version is: " << glGetString(GL_VERSION) << "\n";cout << glGetString(GL_VENDOR) << "\n";glLineWidth(5);glClearColor( 0.0 ,0.0, 0.0, 0.0); //定义背景颜色--> blackglEnable(GL_BLEND); // 打开混合 glDisable(GL_DEPTH_TEST); // 关闭深度测试 glBlendFunc(GL_SRC_ALPHA, GL_ONE); // 基于源象素alpha通道值的半透明混合函数glMatrixMode(GL_PROJECTION); // 貌似和视角有关的定义 places the camera at (0,0,0) and faces it along(0,0,-1).glOrtho(-w , w , -h, h , -w, w); // specify clipping volume}void specialkeys(int key,int x,int y){ if(key==GLUT_KEY_RIGHT) rotate_y +=5; else if(key==GLUT_KEY_LEFT) rotate_y -=5; else if(key==GLUT_KEY_UP) rotate_x +=5; else if(key==GLUT_KEY_DOWN) rotate_x -=5; glutPostRedisplay();}int main(int argc, char** argv) // main函数 增加鼠标和键盘事件{glutInit(&argc, argv);glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);glutInitWindowSize(w, h);glutInitWindowPosition(100, 100);glutCreateWindow("A House");init();glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);glEnable(GL_DEPTH_TEST);glutDisplayFunc(display);glutSpecialFunc(specialkeys);glutMainLoop();return 0;}
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