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📄 demo.c

📁 计算机图形学~想必是很多人需要的~在此共享一下
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	glNormal3fv(fnormals[face]);        glBegin(GL_POLYGON);  	glColor3fv(colors[a]);  	/* glNormal3fv(normals[a]); */  	glTexCoord2f(0.0,0.0);  	glVertex3fv(vertices[a]);  	glColor3fv(colors[b]);  	/* glNormal3fv(normals[b]); */  	glTexCoord2f(0.0,1.0);  	glVertex3fv(vertices[b]);  	glColor3fv(colors[c]);  	/* glNormal3fv(normals[c]); */  	glTexCoord2f(1.0,1.0);  	glVertex3fv(vertices[c]);  	glColor3fv(colors[d]);  	/* glNormal3fv(normals[d]); */  	glTexCoord2f(1.0,0.0);  	glVertex3fv(vertices[d]);        glEnd();    }}void colorcube(void){    /* map vertices to faces */    polygon(1,0,3,2,0);    polygon(3,7,6,2,1);    polygon(7,3,0,4,2);    polygon(2,6,5,1,3);    polygon(4,5,6,7,4);    polygon(5,4,0,1,5);}/*----------------------------------------------------------------------*//* ** These functions implement a simple trackball-like motion control.*/float lastPos[3] = {0.0F, 0.0F, 0.0F};int curx, cury;int startX, startY;voidtrackball_ptov(int x, int y, int width, int height, float v[3]){    float d, a;    /* project x,y onto a hemi-sphere centered within width, height */    v[0] = (2.0F*x - width) / width;    v[1] = (height - 2.0F*y) / height;    d = (float) sqrt(v[0]*v[0] + v[1]*v[1]);    v[2] = (float) cos((M_PI/2.0F) * ((d < 1.0F) ? d : 1.0F));    a = 1.0F / (float) sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);    v[0] *= a;    v[1] *= a;    v[2] *= a;}voidmouseMotion(int x, int y){    float curPos[3], dx, dy, dz;    trackball_ptov(x, y, winWidth, winHeight, curPos);    dx = curPos[0] - lastPos[0];    dy = curPos[1] - lastPos[1];    dz = curPos[2] - lastPos[2];    if (dx || dy || dz) {	angle = 90.0F * sqrt(dx*dx + dy*dy + dz*dz);	axis[0] = lastPos[1]*curPos[2] - lastPos[2]*curPos[1];	axis[1] = lastPos[2]*curPos[0] - lastPos[0]*curPos[2];	axis[2] = lastPos[0]*curPos[1] - lastPos[1]*curPos[0];	lastPos[0] = curPos[0];	lastPos[1] = curPos[1];	lastPos[2] = curPos[2];    }    glutPostRedisplay();}voidstartMotion(long time, int button, int x, int y){    if (!trackballEnabled) return;    trackingMouse = true;    redrawContinue = false;    startX = x; startY = y;    curx = x; cury = y;    trackball_ptov(x, y, winWidth, winHeight, lastPos);    trackballMove = true;}voidstopMotion(long time, int button, int x, int y){    if (!trackballEnabled) return;    trackingMouse = false;    if (startX != x || startY != y) {	redrawContinue = true;    } else {	angle = 0.0F;	redrawContinue = false;	trackballMove = false;    }}/*----------------------------------------------------------------------*/void display(void){    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);    /* view transform */    glLoadIdentity();    glTranslatef(0.0,0.0,viewxform_z);    if (trackballMove) {	glPushMatrix();	    glLoadIdentity();	    glRotatef(angle, axis[0], axis[1], axis[2]);	    glMultMatrixf((GLfloat *) trackballXform);	    glGetFloatv(GL_MODELVIEW_MATRIX, trackballXform);	glPopMatrix();    }    glPushMatrix();	glMultMatrixf((GLfloat*)lightXform);	setLightPos();    glPopMatrix();    glPushMatrix();	glMultMatrixf((GLfloat *) objectXform);	colorcube();    glPopMatrix();    glFlush();    glutSwapBuffers();}/*----------------------------------------------------------------------*/void mouseButton(int button, int state, int x, int y){    switch (button) {      case GLUT_LEFT_BUTTON:	 trackballXform = (GLfloat*)objectXform;	 break;      case GLUT_MIDDLE_BUTTON:	 trackballXform = (GLfloat*)lightXform;	 break;    }    switch(state) {    case GLUT_DOWN:	startMotion(0,1, x,y);	break;    case GLUT_UP:	stopMotion(0,1, x,y);	break;    } }void myReshape(int w, int h){    glViewport(0, 0, w, h);    winWidth = w;    winHeight = h;}void spinCube(){    if (redrawContinue) glutPostRedisplay();}void userEventAction(int key) {    switch(key) {    case '0':				/* wire frame/polygon  */      drawLines = !drawLines;      break;    case '1':      smoothEnabled = !smoothEnabled;      break;    case '2':				/* lighting */      lightingEnabled = !lightingEnabled;      break;    case '3':				/* texture */      texEnabled = !texEnabled;      break;    case '4':				/* fog */      fogEnabled = !fogEnabled;      break;    case '5':				/* HSR */      depthEnabled = !depthEnabled;      break;    case '6':				/* line aa */      lineAAEnabled = !lineAAEnabled;      break;    case '7':				/* perpective texture */      fastTexture = !fastTexture;      break;    case 'b':      currentMaterials = &brassMaterials;      break;    case 'c':      currentMaterials = &colorCubeMaterials;      break;    case 'C':      currentLighting = &colorCubeLighting;      break;    case 'i':      idleSpin = !idleSpin;      break;    case 'm':				/* mipmapped texture */      mipmapEnabled = !mipmapEnabled;      break;    case 'p':				/* perspective/ortho */      perspectiveXform = !perspectiveXform;      break;    case 'r':      currentMaterials = &redPlasticMaterials;      break;    case 'w':      currentLighting = &whiteLighting;      break;    case 27:      exit(0);    default:      break;    }    userSettings();    glutPostRedisplay();}void keyboard(unsigned char key, int x, int y){    userEventAction(key);}/*----------------------------------------------------------------------*/typedef struct menuEntryStruct {    char *label;    char key;} menuEntryStruct;static menuEntryStruct mainMenu[] = {    "lines/polygons", 		'0',    "flat/smooth", 		'1',    "lighting", 		'2',    "texture", 			'3',    "fog", 			'4',    "HSR", 			'5',    "line smooth", 		'6',    "motion", 			'i',    "ortho/perspective", 	'p',    "quit", 			27,};int mainMenuEntries = sizeof(mainMenu)/sizeof(menuEntryStruct);void selectMain(int choice){    userEventAction(mainMenu[choice].key);}static menuEntryStruct materialsMenu[] = {    "brass", 		'b',    "white",		'c',    "red plastic", 	'r',};int materialsMenuEntries = sizeof(materialsMenu)/sizeof(menuEntryStruct);void selectMaterials(int choice){    userEventAction(materialsMenu[choice].key);}static menuEntryStruct lightingMenu[] = {    "white", 		'w',    "color",		'C',};int lightingMenuEntries = sizeof(lightingMenu)/sizeof(menuEntryStruct);void selectLighting(int choice){    userEventAction(lightingMenu[choice].key);}void setMenuEntries(bool init){    int i, sub1, sub2;    if (init) {	sub1 = glutCreateMenu(selectMaterials);	for (i=0; i < materialsMenuEntries; i++) {	    glutAddMenuEntry(materialsMenu[i].label, i);	}	sub2 = glutCreateMenu(selectLighting);	for (i=0; i < lightingMenuEntries; i++) {	    glutAddMenuEntry(lightingMenu[i].label, i);	}	glutCreateMenu(selectMain);	for (i=0; i < mainMenuEntries; i++) {	    glutAddMenuEntry(mainMenu[i].label, i);	}	glutAddSubMenu("materials", sub1);	glutAddSubMenu("lighting", sub2);	glutAttachMenu(GLUT_RIGHT_BUTTON);    } else {    }}/*----------------------------------------------------------------------*/voidmain(int argc, char **argv){    glutInit(&argc, argv);    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);    glutInitWindowSize(500, 500);    glutCreateWindow("colorcube");    glutReshapeFunc(myReshape);    glutDisplayFunc(display);    glutIdleFunc(spinCube);    glutMouseFunc(mouseButton);    glutMotionFunc(mouseMotion);    glutKeyboardFunc(keyboard);    initSettings();    userSettings();    glutMainLoop();}

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