使用Opengl绘制3D立方体 [英] Drawing cube 3D using Opengl
本文介绍了使用Opengl绘制3D立方体的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!
问题描述
我想使用OpenGL绘制3D立方体,这是我的新代码,如何可以纠正错误............................. ...................................................
I want to draw a 3D cube using OpenGL this is my new code how can correct error ...............................................................................
float ver[8][3] =
{
{-1.0,-1.0,1.0},
{-1.0,1.0,1.0},
{1.0,1.0,1.0},
{1.0,-1.0,1.0},
{-1.0,1.0,-1.0},
{1.0,1.0,-1.0},
};
GLfloat color[8][3] =
{
{0.0,0.0,0.0},
{1.0,0.0,0.0},
{1.0,1.0,0.0},
{0.0,1.0,0.0},
{1.0,1.0,1.0},
{0.0,1.0,1.0},
};
void quad(int a,int b,int c,int d)
{
glBegin(GL_QUADS);
glColor3fv(color[a]);
glVertex3fv(ver[a]);
glColor3fv(color[b]);
glVertex3fv(ver[b]);
glColor3fv(color[d]);
glVertex3fv(ver[d]);
glEnd();
}
void colorcube()
{
quad(0,3,2,1);
quad(2,3,7,6);
}
void display(){
// Clear screen and Z-buffer
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
// Reset transformations
glLoadIdentity();
colorcube();
}
int main( int argc, char **argv )
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE );
glutInitWindowSize( 640, 480 );
glutCreateWindow( "GLUT" );
glutDisplayFunc( display );
glutDisplayFunc(specialKeys);
glEnable( GL_DEPTH_TEST );
glutMainLoop();
return 0;
}
推荐答案
您需要做一些事情:
- 将
specialKeys
传递给glutSpecialFunc()
,而不是glutDisplayFunc()
- 设置
GL_PROJECTION
和GL_MODELVIEW
矩阵 - 将相机移回一点
- 在
display()
的末尾添加glutSwapBuffers()
- Pass
specialKeys
intoglutSpecialFunc()
, notglutDisplayFunc()
- Set the
GL_PROJECTION
andGL_MODELVIEW
matrices - Move the camera back a bit
- Add a
glutSwapBuffers()
to the end ofdisplay()
示例:
#include <GL/glut.h>
float ver[8][3] =
{
{-1.0,-1.0,1.0},
{-1.0,1.0,1.0},
{1.0,1.0,1.0},
{1.0,-1.0,1.0},
{-1.0,-1.0,-1.0},
{-1.0,1.0,-1.0},
{1.0,1.0,-1.0},
{1.0,-1.0,-1.0},
};
GLfloat color[8][3] =
{
{0.0,0.0,0.0},
{1.0,0.0,0.0},
{1.0,1.0,0.0},
{0.0,1.0,0.0},
{0.0,0.0,1.0},
{1.0,0.0,1.0},
{1.0,1.0,1.0},
{0.0,1.0,1.0},
};
void quad(int a,int b,int c,int d)
{
glBegin(GL_QUADS);
glColor3fv(color[a]);
glVertex3fv(ver[a]);
glColor3fv(color[b]);
glVertex3fv(ver[b]);
glColor3fv(color[c]);
glVertex3fv(ver[c]);
glColor3fv(color[d]);
glVertex3fv(ver[d]);
glEnd();
}
void colorcube()
{
quad(0,3,2,1);
quad(2,3,7,6);
quad(0,4,7,3);
quad(1,2,6,5);
quad(4,5,6,7);
quad(0,1,5,4);
}
double rotate_y = 0;
double rotate_x = 0;
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();
}
void display()
{
glClearColor( 0, 0, 0, 1 );
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
int w = glutGet( GLUT_WINDOW_WIDTH );
int h = glutGet( GLUT_WINDOW_HEIGHT );
gluPerspective( 60, w / h, 0.1, 100 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
gluLookAt
(
3, 3, 3,
0, 0, 0,
0, 0, 1
);
glRotatef( rotate_x, 1.0, 0.0, 0.0 );
glRotatef( rotate_y, 0.0, 1.0, 0.0 );
colorcube();
glutSwapBuffers();
}
int main( int argc, char **argv )
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE );
glutInitWindowSize( 640, 480 );
glutCreateWindow( "GLUT" );
glutDisplayFunc( display );
glutSpecialFunc( specialKeys );
glEnable( GL_DEPTH_TEST );
glutMainLoop();
return 0;
}
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