📄 litjet.c
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// LitJet.c
// OpenGL SuperBible, Chapter 6
// Demonstrates OpenGL Lighting
// Program by Richard S. Wright Jr.
#include <windows.h>
#include <gl/gl.h>
#include <gl/glu.h>
#include <gl/glut.h>
#include <math.h>
// Define a constant for the value of PI
#define GL_PI 3.1415f
// Rotation amounts
static GLfloat xRot = 0.0f;
static GLfloat yRot = 0.0f;
// Reduces a normal vector specified as a set of three coordinates,
// to a unit normal vector of length one.
void ReduceToUnit(float vector[3])
{
float length;
// Calculate the length of the vector
length = (float)sqrt((vector[0]*vector[0]) +
(vector[1]*vector[1]) +
(vector[2]*vector[2]));
// Keep the program from blowing up by providing an exceptable
// value for vectors that may calculated too close to zero.
if(length == 0.0f)
length = 1.0f;
// Dividing each element by the length will result in a
// unit normal vector.
vector[0] /= length;
vector[1] /= length;
vector[2] /= length;
}
// Points p1, p2, & p3 specified in counter clock-wise order
void calcNormal(float v[3][3], float out[3])
{
float v1[3],v2[3];
static const int x = 0;
static const int y = 1;
static const int z = 2;
// Calculate two vectors from the three points
v1[x] = v[0][x] - v[1][x];
v1[y] = v[0][y] - v[1][y];
v1[z] = v[0][z] - v[1][z];
v2[x] = v[1][x] - v[2][x];
v2[y] = v[1][y] - v[2][y];
v2[z] = v[1][z] - v[2][z];
// Take the cross product of the two vectors to get
// the normal vector which will be stored in out
out[x] = v1[y]*v2[z] - v1[z]*v2[y];
out[y] = v1[z]*v2[x] - v1[x]*v2[z];
out[z] = v1[x]*v2[y] - v1[y]*v2[x];
// Normalize the vector (shorten length to one)
ReduceToUnit(out);
}
// Called to draw scene
void RenderScene(void)
{
float normal[3]; // Storeage for calculated surface normal
// Clear the window with current clearing color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Save the matrix state and do the rotations
glPushMatrix();
glRotatef(xRot, 1.0f, 0.0f, 0.0f);
glRotatef(yRot, 0.0f, 1.0f, 0.0f);
// Nose Cone /////////////////////////////
// Set material color
glColor3ub(128, 128, 128);
glBegin(GL_TRIANGLES);
glNormal3f(0.0f, -1.0f, 0.0f);
glVertex3f(0.0f, 0.0f, 60.0f);
glVertex3f(-15.0f, 0.0f, 30.0f);
glVertex3f(15.0f,0.0f,30.0f);
//glEnd();
{
// Verticies for this panel
float v[3][3] = {{ 15.0f, 0.0f, 30.0f},
{ 0.0f, 15.0f, 30.0f},
{ 0.0f, 0.0f, 60.0f}};
// Calculate the normal for the plane
calcNormal(v,normal);
// Draw the triangle using the plane normal
// for all the vertices
//glBegin(GL_TRIANGLES);
glNormal3fv(normal);
glVertex3fv(v[0]);
glVertex3fv(v[1]);
glVertex3fv(v[2]);
//glEnd();
}
{
float v[3][3] = {{ 0.0f, 0.0f, 60.0f },
{ 0.0f, 15.0f, 30.0f },
{ -15.0f, 0.0f, 30.0f }};
calcNormal(v,normal);
//glBegin(GL_TRIANGLES);
glNormal3fv(normal);
glVertex3fv(v[0]);
glVertex3fv(v[1]);
glVertex3fv(v[2]);
//glEnd();
}
// Body of the Plane ////////////////////////
// light gray
//glColor3ub(192,192,192);
{
float v[3][3] = {{ -15.0f,0.0f,30.0f },
{ 0.0f, 15.0f, 30.0f },
{ 0.0f, 0.0f, -56.0f }};
calcNormal(v,normal);
//glBegin(GL_TRIANGLES);
glNormal3fv(normal);
glVertex3fv(v[0]);
glVertex3fv(v[1]);
glVertex3fv(v[2]);
//glEnd();
}
{
float v[3][3] = {{ 0.0f, 0.0f, -56.0f },
{ 0.0f, 15.0f, 30.0f },
{ 15.0f,0.0f,30.0f }};
calcNormal(v,normal);
//glBegin(GL_TRIANGLES);
glNormal3fv(normal);
glVertex3fv(v[0]);
glVertex3fv(v[1]);
glVertex3fv(v[2]);
//glEnd();
}
//glBegin(GL_TRIANGLES);
glNormal3f(0.0f, -1.0f, 0.0f);
glVertex3f(15.0f,0.0f,30.0f);
glVertex3f(-15.0f, 0.0f, 30.0f);
glVertex3f(0.0f, 0.0f, -56.0f);
//glEnd();
///////////////////////////////////////////////
// Left wing
// Large triangle for bottom of wing
// Dark gray
// Set drawing color
// glColor3ub(128,128,128);
{
float v[3][3] = {{ 0.0f,2.0f,27.0f },
{ -60.0f, 2.0f, -8.0f },
{ 60.0f, 2.0f, -8.0f }};
// Calculate the normal from the verticies
calcNormal(v,normal);
//glBegin(GL_TRIANGLES);
glNormal3fv(normal);
glVertex3fv(v[0]);
glVertex3fv(v[1]);
glVertex3fv(v[2]);
//glEnd();
}
{
float v[3][3] = {{ 60.0f, 2.0f, -8.0f},
{0.0f, 7.0f, -8.0f},
{0.0f,2.0f,27.0f }};
calcNormal(v,normal);
// glBegin(GL_TRIANGLES);
glNormal3fv(normal);
glVertex3fv(v[0]);
glVertex3fv(v[1]);
glVertex3fv(v[2]);
// glEnd();
}
{
float v[3][3] = {{60.0f, 2.0f, -8.0f},
{-60.0f, 2.0f, -8.0f},
{0.0f,7.0f,-8.0f }};
calcNormal(v,normal);
// glBegin(GL_TRIANGLES);
glNormal3fv(normal);
glVertex3fv(v[0]);
glVertex3fv(v[1]);
glVertex3fv(v[2]);
// glEnd();
}
{
float v[3][3] = {{0.0f,2.0f,27.0f},
{0.0f, 7.0f, -8.0f},
{-60.0f, 2.0f, -8.0f}};
calcNormal(v,normal);
// Other wing top section
// glBegin(GL_TRIANGLES);
glNormal3fv(normal);
glVertex3fv(v[0]);
glVertex3fv(v[1]);
glVertex3fv(v[2]);
// glEnd();
}
// Tail section///////////////////////////////
// Bottom of back fin
// glColor3ub(255,255,0);
//glBegin(GL_TRIANGLES);
glNormal3f(0.0f, -1.0f, 0.0f);
glVertex3f(-30.0f, -0.50f, -57.0f);
glVertex3f(30.0f, -0.50f, -57.0f);
glVertex3f(0.0f,-0.50f,-40.0f);
//glEnd();
{
float v[3][3] = {{ 0.0f,-0.5f,-40.0f },
{30.0f, -0.5f, -57.0f},
{0.0f, 4.0f, -57.0f }};
calcNormal(v,normal);
// top of left side
// glBegin(GL_TRIANGLES);
glNormal3fv(normal);
glVertex3fv(v[0]);
glVertex3fv(v[1]);
glVertex3fv(v[2]);
// glEnd();
}
{
float v[3][3] = {{ 0.0f, 4.0f, -57.0f },
{ -30.0f, -0.5f, -57.0f },
{ 0.0f,-0.5f,-40.0f }};
calcNormal(v,normal);
// top of right side
// glBegin(GL_TRIANGLES);
glNormal3fv(normal);
glVertex3fv(v[0]);
glVertex3fv(v[1]);
glVertex3fv(v[2]);
// glEnd();
}
{
float v[3][3] = {{ 30.0f,-0.5f,-57.0f },
{ -30.0f, -0.5f, -57.0f },
{ 0.0f, 4.0f, -57.0f }};
calcNormal(v,normal);
// back of bottom of tail
// glBegin(GL_TRIANGLES);
glNormal3fv(normal);
glVertex3fv(v[0]);
glVertex3fv(v[1]);
glVertex3fv(v[2]);
// glEnd();
}
{
float v[3][3] = {{ 0.0f,0.5f,-40.0f },
{ 3.0f, 0.5f, -57.0f },
{ 0.0f, 25.0f, -65.0f }};
calcNormal(v,normal);
// Top of Tail section left
// glColor3ub(255,0,0);
// glBegin(GL_TRIANGLES);
glNormal3fv(normal);
glVertex3fv(v[0]);
glVertex3fv(v[1]);
glVertex3fv(v[2]);
// glEnd();
}
{
float v[3][3] = {{ 0.0f, 25.0f, -65.0f },
{ -3.0f, 0.5f, -57.0f},
{ 0.0f,0.5f,-40.0f }};
calcNormal(v,normal);
// glBegin(GL_TRIANGLES);
glNormal3fv(normal);
glVertex3fv(v[0]);
glVertex3fv(v[1]);
glVertex3fv(v[2]);
// glEnd();
}
{
float v[3][3] = {{ 3.0f,0.5f,-57.0f },
{ -3.0f, 0.5f, -57.0f },
{ 0.0f, 25.0f, -65.0f }};
calcNormal(v,normal);
// Back of horizontal section
// glBegin(GL_TRIANGLES);
glNormal3fv(normal);
glVertex3fv(v[0]);
glVertex3fv(v[1]);
glVertex3fv(v[2]);
glEnd();
}
// Restore the matrix state
glPopMatrix();
// Display the results
glutSwapBuffers();
}
// This function does any needed initialization on the rendering
// context.
void SetupRC()
{
// Light values and coordinates
GLfloat ambientLight[] = { 0.3f, 0.3f, 0.3f, 1.0f };
GLfloat diffuseLight[] = { 0.7f, 0.7f, 0.7f, 1.0f };
glEnable(GL_DEPTH_TEST); // Hidden surface removal
glFrontFace(GL_CCW); // Counter clock-wise polygons face out
glEnable(GL_CULL_FACE); // Do not calculate inside of jet
// Enable lighting
glEnable(GL_LIGHTING);
// Setup and enable light 0
glLightfv(GL_LIGHT0,GL_AMBIENT,ambientLight);
glLightfv(GL_LIGHT0,GL_DIFFUSE,diffuseLight);
glEnable(GL_LIGHT0);
// Enable color tracking
glEnable(GL_COLOR_MATERIAL);
// Set Material properties to follow glColor values
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
// Light blue background
glClearColor(0.0f, 0.0f, 1.0f, 1.0f );
}
void SpecialKeys(int key, int x, int y)
{
if(key == GLUT_KEY_UP)
xRot-= 5.0f;
if(key == GLUT_KEY_DOWN)
xRot += 5.0f;
if(key == GLUT_KEY_LEFT)
yRot -= 5.0f;
if(key == GLUT_KEY_RIGHT)
yRot += 5.0f;
if(key > 356.0f)
xRot = 0.0f;
if(key < -1.0f)
xRot = 355.0f;
if(key > 356.0f)
yRot = 0.0f;
if(key < -1.0f)
yRot = 355.0f;
// Refresh the Window
glutPostRedisplay();
}
void ChangeSize(int w, int h)
{
GLfloat nRange = 80.0f;
GLfloat lightPos[] = { -50.f, 50.0f, 100.0f, 1.0f };
// Prevent a divide by zero
if(h == 0)
h = 1;
// Set Viewport to window dimensions
glViewport(0, 0, w, h);
// Reset coordinate system
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Establish clipping volume (left, right, bottom, top, near, far)
if (w <= h)
glOrtho (-nRange, nRange, -nRange*h/w, nRange*h/w, -nRange, nRange);
else
glOrtho (-nRange*w/h, nRange*w/h, -nRange, nRange, -nRange, nRange);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glLightfv(GL_LIGHT0,GL_POSITION,lightPos);
}
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutCreateWindow("Lighted Jet");
glutReshapeFunc(ChangeSize);
glutSpecialFunc(SpecialKeys);
glutDisplayFunc(RenderScene);
SetupRC();
glutMainLoop();
return 0;
}
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