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📄 光华曲面.cpp

📁 经典 C++代码
💻 CPP
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#include<windows.h>
#include<GL/gl.h>
#include<GL/glu.h>
#include<GL/glaux.h>

#pragma comment(lib,"opengl32")
#pragma comment(lib,"glu32")
#pragma comment(lib,"glaux")

void Init(void);
void initlights(void);
void CALLBACK Resize(GLsizei w,GLsizei h);
void CALLBACK Paint(void);

GLfloat ControlPnts[4][4][3]={
	{{-1.5,-1.5,4.0},{-0.5,-1.5,2.0},
	{0.5,-1.5,-1.0},{1.5,-1.5,2.0}},
	{{-1.5,-0.5,1.0},{-0.5,-0.5,3.0},
	{0.5,-0.5,0.0},{1.5,-0.5,-1.0}},
	{{-1.5,0.5,4.0},{-0.5,0.5,0.0},
	{0.5,0.5,3.0},{1.5,0.5,4.0}},
	{{-1.5,1.5,-2.0},{-0.5,1.5,-2.0},
	{0.5,1.5,0.0},{1.5,1.5,-1.0}}
};

void initlights(void)
{
	GLfloat ambient[]={0.2,0.2,0.2,1.0};
	GLfloat position[]={0.0,0.0,2.0,1.0};
	GLfloat mat_diffuse[]={0.6,0.6,0.6,1.0};
	GLfloat mat_specular[]={1.0,1.0,1.0,1.0};
	GLfloat mat_shininess[]={50.0};
	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT0);

	glLightfv(GL_LIGHT0,GL_AMBIENT,ambient);
	glLightfv(GL_LIGHT0,GL_POSITION,position);
	
	glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
	glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
	glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess);
}

void Init(void)
{
	glClearColor(0.0,0.0,0.0,1.0);
	glMap2f(GL_MAP2_VERTEX_3,0,1,3,4,0,1,12,4,&ControlPnts[0][0][0]);
	glEnable(GL_MAP2_VERTEX_3);
	glEnable(GL_AUTO_NORMAL);
	glEnable(GL_NORMALIZE);
	glMapGrid2f(20,0.0,1.0,20,0.0,1.0);
	initlights();
}

void CALLBACK Paint(void)
{

	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
	glPushMatrix();
	glRotatef(85.0,1.0,1.0,1.0);
	glEvalMesh2(GL_FILL,0,20,0,20);
	glPopMatrix();
	glFlush();
}

void CALLBACK Resize(GLsizei w,GLsizei h)
{
	if(!h)return;
	glViewport(0,0,w,h);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	if(w<=h)
		glOrtho(-4.0,4.0,-4.0*(GLfloat)h/(GLfloat)w,
		4.0*(GLfloat)h/(GLfloat)w,-4.0,4.0);
	else
		glOrtho(-4.0*(GLfloat)w/(GLfloat)h,
		4.0*(GLfloat)w/(GLfloat)h,-4.0,4.0,-4.0,4.0);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
}

int main(int argc,char** argv)
{
	auxInitDisplayMode(AUX_SINGLE|AUX_RGB|AUX_DEPTH16);
	auxInitPosition(0,0,500,500);
	auxInitWindow("Wireframe Bezier Surface");
	Init();
	auxReshapeFunc(Resize);
	auxMainLoop(Paint);
	return(0);
}

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