📄 多边形反走样.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 CALLBACK Resize(GLsizei w,GLsizei h);
void CALLBACK Paint(void);
void Init(void)
{
GLfloat mat_ambient[]={0.0,0.0,0.0,1.00};
GLfloat mat_specular[]={0.9,0.9,0.5,1.00};
GLfloat mat_shininess[]={15.0};
glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient);
glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
glEnable(GL_POLYGON_SMOOTH);
glClearColor(0.0,0.0,0.0,1.0);
}
void CALLBACK Paint(void)
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
//glTranslatef(0.0,0.0,-8.0);
glRotatef(-45.0,1.0,0.0,0.0);
glRotatef(45.0,0.0,1.0,0.0);
glColor4f(1.0,1.0,1.0,1.0);
auxSolidIcosahedron(1.0);
glFlush();
}
void CALLBACK Resize(GLsizei w,GLsizei h)
{
h=(h==0)?1:h;
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(30.0,(GLfloat)w/(GLfloat)h,1.0,20.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0,0.0,-4.0);
}
int main(int argc,char** argv)
{
auxInitDisplayMode(AUX_SINGLE|AUX_RGB|AUX_DEPTH16);
auxInitPosition(0,0,200,200);
auxInitWindow("多边形的反走样");
Init();
auxReshapeFunc(Resize);
auxMainLoop(Paint);
return(0);
}
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