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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"><html><head><!-- 这篇文章由Dancingwind翻译,作者的联系方式zhouwei02@mails.tsinghua.edu.cn --><title>NeHe OpenGL教程第十八课,DancingWind翻译</title>



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    <td align="center" valign="middle" width="75%"><font color="#ffccaa" size="+3"><b><i>第18课</i></b></font></td>
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            <td width="25%"><img src="Tutorial_18_files/lesson18.jpg" height="180" width="240"></td>
            <td width="75%"><p><font class="head">二次几何体:</font></p>
              <p><font size="3">利用二次几何体,你可以很容易的创建球,圆盘,圆柱和圆锥。</font></p></td>
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  <table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td><img src="Tutorial_18_files/tl.png" height="28" width="28"></td><td width="100%"><img src="Tutorial_18_files/tc.png" height="28" width="100%"></td><td><img src="Tutorial_18_files/tr.png" height="28" width="28"></td></tr></tbody></table><table border="0" cellpadding="0" cellspacing="0" width="100%"><tbody><tr><td background="Tutorial_18_files/l.png"><img src="Tutorial_18_files/l.png"></td>
    <td valign="top" width="100%">二次曲面是一种画复合对象的方法,这种方法通常并不需要很多的三角形。我们将要使用第七课的代码。我们将要增加7个变量以及修改纹理以增加一些变化 
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<pre>bool    sp;						<font color="#ffffaa">// 空格键是否按下</font>

int	part1;						<font color="#ffffaa">// 圆盘的起始角度</font>
int	part2;						<font color="#ffffaa">// </font><font color="#aaffaa" size="3"><font color="#ffffaa">圆盘的结束角度</font></font>
int	p1=0;						<font color="#ffffaa">// 增量1</font>
int	p2=1;						<font color="#ffffaa">// </font><font color="#aaffaa" size="3"><font color="#ffffaa">增量1</font></font>
GLUquadricObj *quadratic;					<font color="#ffffaa">// 二次几何体</font>
GLuint  object=0;						<font color="#ffffaa">// 二次几何体标示符</font>
</pre>
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    <td valign="top" width="100%">好
了我们现在开始搞InitGL()函数。我们打算增加3行代码用来初始化我们的二次曲面。这3行代码将在你使1号光源有效后增加,但是要在返回之前。第一
行代码将初始化二次曲面并且创建一个指向改二次曲面的指针,如果改二次曲面不能被创建的话,那么该指针就是NULL。第二行代码将在二次曲面的表面创建平
滑的法向量,这样当灯光照上去的时候将会好看些。另外一些可能的取值是:GLU_NONE和GLU_FLAT。最后我们使在二次曲面表面的纹理映射有效。</td>
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<pre>	quadratic=gluNewQuadric();			<font color="#ffffaa">	// 创建二次几何体</font>
	gluQuadricNormals(quadratic, GLU_SMOOTH);	<font color="#ffffaa">	// 使用平滑法线</font>
	gluQuadricTexture(quadratic, GL_TRUE);		<font color="#ffffaa">// 使用纹理</font></pre>
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    <td background="Tutorial_18_files/l.gif"><img src="Tutorial_18_files/l.gif" height="28" width="28"></td>
    <td valign="top" width="100%">现在我决定在本课里保留立方体,这样你可以看到纹理是如何映射到二次曲面对象上的。而且我打算将绘制立方体的代码定义为一个单独的函数,这样我们在定义函数Draw()的时候它将会变的不那么凌乱。每个人都应该记住这些代码:</td>
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</font><pre><font color="#aaffaa" size="3">GLvoid glDrawCube()					<font color="#ffffaa">// 绘制立方体</font>
{
		glBegin(GL_QUADS);			
		<font color="#ffffaa">// 前面</font>
		glNormal3f( 0.0f, 0.0f, 1.0f);		
		glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);	
		glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);	
		glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);	
		glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);	
		<font color="#ffffaa">// 后面</font>
		glNormal3f( 0.0f, 0.0f,-1.0f);		
		glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);	
		glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);	
		glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);	
		glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);	
		<font color="#ffffaa">// 上面</font>
		glNormal3f( 0.0f, 1.0f, 0.0f);		
		glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);	
		glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,  1.0f,  1.0f);	
		glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,  1.0f,  1.0f);	
		glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);	
		<font color="#ffffaa">// 下面</font>
		glNormal3f( 0.0f,-1.0f, 0.0f);		
		glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);	
		glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);	
		glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);	
		glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);	
		<font color="#ffffaa">// 右面</font>
		glNormal3f( 1.0f, 0.0f, 0.0f);		
		glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);	
		glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);	
		glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);	
		glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);	
		<font color="#ffffaa">// 左面</font>
		glNormal3f(-1.0f, 0.0f, 0.0f);		
		glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);	
		glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);	
		glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);	
		glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);	
	glEnd();					
}
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    <td valign="top" width="100%">接下来就是场景绘制函数了,在这里我只写一个简单的例子。并且当我绘制一个部分的盘子的时候,我将使用一个静态变量(一个局部的变量,该变量可以保留他的值不论你任何时候调用他)来表达一个非常酷的效果。为了清晰起见我将要重写DrawGLScene函数。<br>
         你们将会注意到当我讨论这些正在使用的参数时我忽略了当前函数的第一个参数(quadratic)。这个参数将被除立方体外的所有对象使用。所以当我讨论这些参数的时候我忽略了它。</td>
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</font><pre><font color="#aaffaa" size="3">int DrawGLScene(GLvoid)						
{
		//...
<font color="#ffffaa">// 这部分是新增加的</font>
	switch(object)						<font color="#ffffaa">// 绘制哪一种二次几何体</font>
	{
	case 0:							<font color="#ffffaa">// 绘制立方体</font>
		glDrawCube();					
		break;						
</font></pre>


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们创建的第2个对象是一个圆柱体。参数1(1.0F)是圆柱体的底面半径,参数2(1.0F)是圆柱体的饿顶面半径,参数3(3.0F)是圆柱体的高度。
参数4(32)是纬线(环绕Z轴有多少细分),参数5(32)是经线(沿着Z轴有多少细分)。细分越多该对象就越细致。我们可以用增加细分的方法来增加对
象的多边形数。因此你可以牺牲速度换回质量(以时间换质量),大多数的时候我们都可以很容易的找到一个合适的“度”。<br></td>
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<font color="#aaffaa" size="3">

<pre>	case 1:							<font color="#ffffaa">// 绘制圆柱体</font>
		glTranslatef(0.0f,0.0f,-1.5f);			
		gluCylinder(quadratic,1.0f,1.0f,3.0f,32,32);	
		break;						</pre>
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    <td valign="top" width="100%">对

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