📄 test5.cpp
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#include <windows.h>
#include <gl/glut.h>
#include <math.h>
const double PI=3.1415926;
const float MIN_LEN = 0.1;
const float LEN = 0.7;
const float g_ax = 0, g_ay = LEN, g_az = 0;
const float g_bx = -LEN, g_by = -LEN, g_bz = LEN;
const float g_cx = LEN, g_cy = -LEN, g_cz = LEN;
const float g_dx = 0, g_dy = -LEN, g_dz = -LEN;
static int g_d=0;
///灯光的位置
float g_light_position[]={0, -0.3, 1, 1};
float g_light_position2[]={0, 0.5, 0, 1};
///环境光
float g_light_ambient[]={0.5,0.5,0.5,1};
///漫反射光
float g_light_diffuse[]={1,1,1,1};
///镜面反射光
float g_light_specular[]={0.5,0.5,0.5,1};
///材料
float g_Gold[] = {
0.247250, 0.199500, 0.074500, 1.000000,
0.751640, 0.606480, 0.226480, 1.000000,
0.628281, 0.555802, 0.366065, 1.000000,
51.200001
};
/// 窗口宽度
int g_width=400;
/// 窗口高度
int g_height=300;
///鼠标器左键是否按下
bool mouse_button_pressed=false;
///记录鼠标器位置
int mouse_x;
///记录鼠标器位置
int mouse_y;
///旋转的纬度
float theta=0;
///旋转的经度
float phi=0;
/**
鼠标按钮回调函数
*/
void mouse(int button, int state, int x, int y)
{
if(button == GLUT_LEFT_BUTTON)
{
if(state == GLUT_DOWN)
//如果鼠标器左键按下,mouse_button_pressed置位
//并记录光标位置
{
mouse_button_pressed = true;
mouse_x = x;
mouse_y = y;
}
else
{
mouse_button_pressed = false;
}
} else if (button == GLUT_RIGHT_BUTTON) g_d = !g_d;
}
/**
鼠标运动处理函数
*/
void motion(int x, int y)
{
if(mouse_button_pressed)
{
theta -= y-mouse_y; //根据鼠标器的移动改变旋转的纬度
if(theta<0) theta += 360; //限制纬度在0到180度之间
if(theta> 360) theta -= 360;
phi += x-mouse_x; //根据鼠标器的移动改变旋转的经度
if(phi<0) phi+=360; //限制经度在0到360度之间
if(phi>360) phi-=360;
mouse_x = x; //更新记录的鼠标器位置
mouse_y = y;
glutPostRedisplay();
//通知系统:窗口需要刷新
}
}
/**
窗口伸缩回调函数:当窗口大小改变时系统调用此函数
*/
void reshape (int w, int h)
{
glViewport (0,0,w,h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity();
if (w<=h) glOrtho(-1,1,-(float)h/w,(float)h/w,-1,1);
//如果高度大于宽度,就让宽度为1,保持aspect ratio
//与viewport 一致
else glOrtho(-(float)w/h,(float)w/h,-1,1,-1,1);
//如果宽度大于高度,就让高度为1,保持aspect ratio
//与viewport 一致
glMatrixMode(GL_MODELVIEW);
//设置modelview matrix
glLoadIdentity();
}
/**
点类
*/
class point3d {
public:
float x;
float y;
float z;
public:
point3d(float _x, float _y, float _z) {x=_x;y=_y;z=_z;}
point3d(point3d & p) {x=p.x; y=p.y; z=p.z;}
point3d middle(point3d & p2) {return point3d((x+p2.x)/2, (y+p2.y)/2, (z+p2.z)/2);}
float between(point3d & p2) {return (x-p2.x)*(x-p2.x)+(y-p2.y)*(y-p2.y)+(z-p2.z)*(z-p2.z);}
};
/**
绘制Seripinski锥体
三点坐标为a(x1,y1,z1), b(x2,y2,z2), c(x3,y3,z3), d(x4, y4, z4)
*/
void seripinski(point3d & a, point3d & b, point3d & c, point3d& d)
{
if (a.between(b) < MIN_LEN ) {
glBegin(GL_TRIANGLE_STRIP);
glVertex3f(a.x, a.y, a.z);
glVertex3f(b.x, b.y, b.z);
glVertex3f(c.x, c.y, c.z);
glVertex3f(d.x, d.y, d.z);
glVertex3f(a.x, a.y, a.z);
//glNormal3f(a.x, a.y, a.z);
glVertex3f(b.x, b.y, b.z);
glVertex3f(d.x, d.y, d.z);
glVertex3f(b.x, b.y, b.z);
glVertex3f(c.x, c.y, c.z);
glEnd();
return;
}
//递归绘制四个锥
seripinski(a.middle(b), b, b.middle(c), b.middle(d));
seripinski(a, a.middle(b), a.middle(c), a.middle(d));
seripinski(a.middle(c), b.middle(c), c, c.middle(d));
seripinski(a.middle(d), b.middle(d), c.middle(d), d);
}
/**
\b 主处理回调函数,每当需要重画时由OpenGL库调用
\b 该函数功能是调用seripinski,绘制seripinski锥体
*/
void main_display_loop(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //刷新背景
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1.7, 1.7, -1.7, 1.7, 1.7, -1.7);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0, 0, -0.5);
glLightfv(GL_LIGHT0, GL_POSITION, g_light_position);
glLightfv(GL_LIGHT1, GL_POSITION, g_light_position2);
glRotatef(phi,0,1,0); //绕y轴旋转OCS,旋转的角度为phi
glRotatef(theta,1,0,0); //绕x轴旋转OCS,旋转的角度为theta
glEnable(GL_LIGHT0); //设置第0盏灯
glEnable(GL_LIGHT1); //设置第1盏灯
glLightfv(GL_LIGHT1,GL_AMBIENT, g_light_ambient); //环境光
glLightfv(GL_LIGHT1,GL_DIFFUSE, g_light_diffuse); //漫反射光
glLightfv(GL_LIGHT1,GL_SPECULAR, g_light_specular); //镜面反射光
/*设置光照系数*/
glLightfv(GL_LIGHT0,GL_AMBIENT, g_light_ambient); //环境光
glLightfv(GL_LIGHT0,GL_DIFFUSE, g_light_diffuse); //漫反射光
glLightfv(GL_LIGHT0,GL_SPECULAR, g_light_specular); //镜面反射光
/*设置材料反光系数*/
glMaterialfv(GL_FRONT,GL_AMBIENT,g_Gold); //环境光反射系数
glMaterialfv(GL_FRONT,GL_DIFFUSE,g_Gold+4); //漫反射系数
glMaterialfv(GL_FRONT,GL_SPECULAR,g_Gold+8); //镜面反射系数
glMaterialfv(GL_FRONT,GL_SHININESS,g_Gold+12); //镜面衰减系数
glMaterialfv(GL_BACK,GL_AMBIENT,g_Gold); //环境光反射系数
glMaterialfv(GL_BACK,GL_DIFFUSE,g_Gold+4); //漫反射系数
glMaterialfv(GL_BACK,GL_SPECULAR,g_Gold+8); //镜面反射系数
glMaterialfv(GL_BACK,GL_SHININESS,g_Gold+12); //镜面衰减系数
seripinski(point3d(g_ax, g_ay, g_az), point3d(g_bx, g_by, g_bz), point3d(g_cx, g_cy, g_cz), point3d(g_dx, g_dy, g_dz));
glFlush(); //更新窗口
glutSwapBuffers();
}
/**
OPENGL 特性初始化函数
*/
init()
{
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHTING);
glEnable(GL_NORMALIZE);
glClearColor(0,0,0,1);
glClearDepth(1);
glShadeModel(GL_SMOOTH);
glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
}
void _stdcall time_proc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
phi += g_d;
if (phi > 360) phi -= 360;
glutPostRedisplay();
}
/// 主函数
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE| GLUT_RGBA);
glutInitWindowSize(g_width, g_height);
glutCreateWindow("OpenGL");
init();
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutReshapeFunc(reshape);
glutDisplayFunc(main_display_loop);
SetTimer(NULL, 10, 10, (TIMERPROC)time_proc);
glutMainLoop();
KillTimer(NULL, 10);
return 0;
}
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