实例介绍
【实例简介】
【实例截图】
【核心代码】
#include<gl/glut.h> #include<windows.h> #include<math.h> #include <stdio.h> #include <stdlib.h> #define GL_BGR_EXT 0x80E0 #define GL_BGRA_EXT 0x80E1 GLfloat light_position1[]={0,28,-20,1.0}; GLfloat model_ambient[]={0.05f,0.05f,0.05f,1.0f}; GLfloat mat_specular[]={0.8,1.0,1.0,1.0}; GLfloat mat_shininess[]={5.0}; GLfloat mat_ambient[]={0.1,0.1,0.1,1}; GLfloat white_light[]={1.0,1.0,1.0,1.0}; GLfloat light[]={1.0,1.0,1.0,1}; GLfloat light_position0[]={0,28,20,1.0}; GLint WinWidth; GLint WinHeight; //define the eyepoint typedef struct EyePoint { GLfloat x; GLfloat y; GLfloat z; }EyePoint; EyePoint myEye; EyePoint vPoint; GLfloat vAngle=0; //the function about the texture #define BMP_Header_Length 54 void grab(void) { FILE* pDummyFile; FILE* pWritingFile; GLubyte* pPixelData; GLubyte BMP_Header[BMP_Header_Length]; GLint i, j; GLint PixelDataLength; i = WinWidth * 3; while( i%4 != 0 ) i; PixelDataLength = i * WinHeight; pPixelData = (GLubyte*)malloc(PixelDataLength); if( pPixelData == 0 ) exit(0); pDummyFile = fopen("dummy.bmp", "rb"); if( pDummyFile == 0 ) exit(0); pWritingFile = fopen("grab.bmp", "wb"); if( pWritingFile == 0 ) exit(0); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); glReadPixels(0, 0, WinWidth, WinHeight,GL_BGR_EXT, GL_UNSIGNED_BYTE, pPixelData); fread(BMP_Header, sizeof(BMP_Header), 1, pDummyFile); fwrite(BMP_Header, sizeof(BMP_Header), 1, pWritingFile); fseek(pWritingFile, 0x0012, SEEK_SET); i = WinWidth; j = WinHeight; fwrite(&i, sizeof(i), 1, pWritingFile); fwrite(&j, sizeof(j), 1, pWritingFile); fseek(pWritingFile, 0, SEEK_END); fwrite(pPixelData, PixelDataLength, 1, pWritingFile); fclose(pDummyFile); fclose(pWritingFile); free(pPixelData); } //power of two int power_of_two(int n) { if( n <= 0 ) return 0; return (n & (n-1)) == 0; } /* 函数load_texture * 读取一个BMP文件作为纹理 * 如果失败,返回0,如果成功,返回纹理编号 */ //load texture function GLuint load_texture(const char* file_name) { GLint width, height, total_bytes; GLubyte* pixels = 0; GLint last_texture_ID=0; GLuint texture_ID = 0; //打开文件,如果失败,返回 FILE* pFile = fopen(file_name, "rb"); if( pFile == 0 ) return 0; //读取文件中图像的宽度和高度 fseek(pFile, 0x0012, SEEK_SET); fread(&width, 4, 1, pFile); fread(&height, 4, 1, pFile); fseek(pFile, BMP_Header_Length, SEEK_SET); //计算每行像素所占字节数,并根据此数据计算总像素字节数 { GLint line_bytes = width * 3; while( line_bytes % 4 != 0 ) line_bytes; total_bytes = line_bytes * height; } //{ //根据总像素字节数分配内存 pixels = (GLubyte*)malloc(total_bytes); if( pixels == 0 ){ fclose(pFile); return 0; } //if //读取像素数据 if( fread(pixels, total_bytes, 1, pFile) <= 0 ){ free(pixels); fclose(pFile); return 0; } //if /* 在旧版本的OpenGL中 * 如果图像的宽度和高度不是整数次方,则需要进行缩放 * 这里并没有检查OpenGL版本,出于对版本兼容性的考虑,按旧版本处理 * 另外,无论旧版本还是新版本 * 当图像的宽度和高度超过当前OpenGL实现所支持的最大值时,也要进行缩放 */ { GLint max; glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max); if( !power_of_two(width)|| !power_of_two(height)|| width > max|| height > max ){ //规定缩放后新的大小为边长的正方形 const GLint new_width = 256; const GLint new_height = 256; GLint new_line_bytes, new_total_bytes; GLubyte* new_pixels = 0; //计算每行需要的字节数和总字节数 new_line_bytes = new_width * 3; while( new_line_bytes % 4 != 0 ) new_line_bytes; new_total_bytes = new_line_bytes * new_height; //分配内存 new_pixels = (GLubyte*)malloc(new_total_bytes); if( new_pixels == 0 ){ free(pixels); fclose(pFile); return 0; }//if //进行像素缩放 gluScaleImage(GL_RGB,width, height, GL_UNSIGNED_BYTE, pixels,new_width, new_height, GL_UNSIGNED_BYTE, new_pixels); //释放原来的像素数据,把pixels指向新的像素数据,并重新设置width和height free(pixels); pixels = new_pixels; width = new_width; height = new_height; }//if }//{ //分配一个新的纹理编号 glGenTextures(1, &texture_ID); if( texture_ID == 0 ) { free(pixels); fclose(pFile); return 0; } //if //绑定新的纹理,载入纹理并设置纹理参数 //在绑定前,先获得原来绑定的纹理编号,以便在最后进程恢复 glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture_ID); //在分配了纹理对象编号后,使用glBingTexture函数来指定“当前所使用的纹理对象” glBindTexture(GL_TEXTURE_2D, texture_ID); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_BGR_EXT, GL_UNSIGNED_BYTE, pixels); glBindTexture(GL_TEXTURE_2D, last_texture_ID); //之前为pixels分配的内存可在使用glTexImage2D以后释放 //因为此时像素数据已经被OpenGL另行保存了一份(可能被保存到专门的图形硬件中) free(pixels); return texture_ID; } //set the names of the texture objects 定义纹理对象的名称 GLuint texblackboard,texwindow,texwindow1,texceiling, texdoor,texbackwall,texgaodi,textdesk,textwall,textfloor,textdesk1; //draw the scene of the classroom void drawscence() { //draw the ceiling glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texceiling); glColor3f(0.3,0.3,0.3); glBegin(GL_QUADS); glNormal3f(0.0f, -1.0f, 0.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-40.0f,30.0f, 30.0f); glTexCoord2f(0.0f, 3.0f); glVertex3f(-40.0f, 30.0f, -30.0f); glTexCoord2f(6.0f, 3.0f); glVertex3f(40.0f, 30.0f, -30.0f); glTexCoord2f(6.0f, 0.0f); glVertex3f(40.0f, 30.0f, 30.0f); glEnd(); glDisable(GL_TEXTURE_2D); //draw the floor glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, textfloor); glColor3f(1.0f, 1.0f, 1.0f); glBegin(GL_QUADS); glNormal3f(0.0f, 1.0f, 0.0f); glVertex3f(-40.0f,0.0f, 30.0f); glVertex3f(-40.0f, 0.0f, -30.0f); glVertex3f(40.0f, 0.0f, -30.0f); glVertex3f(40.0f, 0.0f, 30.0f); glEnd(); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, textwall); //the wall and the windows in left glColor3f(0.8f,0.8f, 0.8f); glBegin(GL_QUADS); glNormal3f(1.0f, 0.0f, 0.0f); glVertex3f(-40.0f,0.0f, 30.0f); glVertex3f(-40.0f, 30.0f, 30.0f); glVertex3f(-40.0f, 30.0f, -30.0f); glVertex3f(-40.0f, 0.0f, -30.0f); glEnd(); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texwindow); for(int n=0;n<=1;n ) { glBegin(GL_QUADS); glNormal3f(1.0, 0.0f, 0.0f); glTexCoord2f(1.0f, 0.0f);glVertex3f(-39.9, 10, -8 n*18); glTexCoord2f(1.0f, 1.0f);glVertex3f(-39.9, 20, -8 n*18); glTexCoord2f(0.0f, 1.0f);glVertex3f(-39.9, 20, -18 n*18); glTexCoord2f(0.0f, 0.0f);glVertex3f(-39.9, 10, -18 n*18); glEnd(); } glDisable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, textwall); //the wall and the window in right glColor3f(0.8f,0.8f, 0.8f); glBegin(GL_QUADS); glNormal3f(-1.0f, 0.0f, 0.0f); glVertex3f(40.0f,0.0f, 30.0f); glVertex3f(40.0f, 30.0f, 30.0f); glVertex3f(40.0f, 30.0f, -30.0f); glVertex3f(40.0f, 0.0f, -30.0f); glEnd(); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texwindow1); glBegin(GL_QUADS); glNormal3f(-1.0, 0.0f, 0.0f); glTexCoord2f(1.0f, 0.0f);glVertex3f(39.5, 10, 10); glTexCoord2f(1.0f, 1.0f);glVertex3f(39.5, 20, 10); glTexCoord2f(0.0f, 1.0f);glVertex3f(39.5, 20, 0); glTexCoord2f(0.0f, 0.0f);glVertex3f(39.5, 10, 0); glEnd(); glDisable(GL_TEXTURE_2D); //backwall glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texbackwall); glColor3f(0.8f,0.8f, 0.8f); glBegin(GL_QUADS); glNormal3f(0.0f, 0.0f, 1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-40.0f,0.0f, 30.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-40.0f, 30.0f, 30.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(40.0f, 30.0f, 30.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(40.0f, 0.0f, 30.0f); glEnd(); //frontwall glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texbackwall); glColor3f(0.8f,0.8f, 0.8f); glBegin(GL_QUADS); glNormal3f(0.0f, 0.0f, 1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-40.0f,0.0f, -30.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-40.0f, 30.0f, -30.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(40.0f, 30.0f, -30.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(40.0f, 0.0f, -30.0f); glEnd(); //blackboard glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texblackboard); glBegin(GL_QUADS); glNormal3f(0.0f, 0.0f, 1.0f); glTexCoord2f(0.0f, 0.0f);glVertex3f(-20.0,8.0f, -29.9f); glTexCoord2f(0.0f, 1.0f);glVertex3f(-20.0, 18.0f, -29.9f); glTexCoord2f(1.0f, 1.0f);glVertex3f(20.0, 18.0f, -29.9f); glTexCoord2f(1.0f, 0.0f);glVertex3f(20.0, 8.0f, -29.9f); glEnd(); glDisable(GL_TEXTURE_2D); //gaodi glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texgaodi); //top glBegin(GL_QUADS); glNormal3f(0.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 0.0f);glVertex3f(-30.0f, 1.5f, -22.0f); glTexCoord2f(0.0f, 1.0f);glVertex3f(-30.0f, 1.5f, -30.0f); glTexCoord2f(1.0f, 1.0f);glVertex3f(30.0f, 1.5f, -30.0f); glTexCoord2f(1.0f, 0.0f);glVertex3f(30.0f, 1.5f, -22.0f); glEnd(); //down glBegin(GL_QUADS); glNormal3f(0.0f, 0.0f, 1.0f); glTexCoord2f(0.0f, 0.0f);glVertex3f(-30.0f, 0, -22.0f); glTexCoord2f(0.0f, 1.0f);glVertex3f(-30.0f, 1.5f, -22.0f); glTexCoord2f(1.0f, 1.0f);glVertex3f(-30.0f, 1.5f, -30.0f); glTexCoord2f(1.0f, 0.0f);glVertex3f(-30.0f, 0, -30.0f); glEnd(); //front glBegin(GL_QUADS); glNormal3f(0.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 0.0f);glVertex3f(-30.0f, 0, -22.0f); glTexCoord2f(0.0f, 1.0f);glVertex3f(-30.0f, 1.5f, -22.0f); glTexCoord2f(1.0f, 1.0f);glVertex3f(30.0f, 1.5f, -22.0f); glTexCoord2f(1.0f, 0.0f);glVertex3f(30.0f, 0, -22.0f); glEnd(); //back glBegin(GL_QUADS); glNormal3f(0.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 0.0f);glVertex3f(30.0f, 0, -22.0f); glTexCoord2f(0.0f, 1.0f);glVertex3f(30.0f, 1.5f, -22.0f); glTexCoord2f(1.0f, 1.0f);glVertex3f(30.0f, 1.5f, -30.0f); glTexCoord2f(1.0f, 0.0f);glVertex3f(30.0f, 0, -30.0f); glEnd(); glDisable(GL_TEXTURE_2D); //jiangtai glBindTexture(GL_TEXTURE_2D, textdesk); glEnable(GL_TEXTURE_2D); glBegin(GL_QUADS); glNormal3f(0.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 0.0f);glVertex3f(-7.5f, 1.5f, -24.0f); glTexCoord2f(0.0f, 1.0f);glVertex3f(-7.5f, 9.5f, -24.0f); glTexCoord2f(1.0f, 1.0f);glVertex3f(7.5f, 9.5f, -24.0f); glTexCoord2f(1.0f, 0.0f);glVertex3f(7.5f, 1.5f, -24.0f); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 0.0f);glVertex3f(7.5f, 1.5f, -24.0f); glTexCoord2f(0.0f, 1.0f);glVertex3f(7.5f, 9.5f, -24.0f); glTexCoord2f(1.0f, 1.0f);glVertex3f(7.5f, 9.5f, -28.0f); glTexCoord2f(1.0f, 0.0f);glVertex3f(7.5f, 1.5f, -28.0f); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 0.0f);glVertex3f(-7.5f, 1.5f, -24.0f); glTexCoord2f(0.0f, 1.0f);glVertex3f(-7.5f, 9.5f, -24.0f); glTexCoord2f(1.0f, 1.0f);glVertex3f(-7.5f, 9.5f, -28.0f); glTexCoord2f(1.0f, 0.0f);glVertex3f(-7.5f, 1.5f, -28.0f); glEnd(); glBegin(GL_QUADS); glNormal3f(0.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 0.0f);glVertex3f(-7.5f, 9.5f, -24.0f); glTexCoord2f(0.0f, 1.0f);glVertex3f(-7.5f, 9.5f, -26.0f); glTexCoord2f(1.0f, 1.0f);glVertex3f(7.5f, 9.5f, -26.0f); glTexCoord2f(1.0f, 0.0f);glVertex3f(7.5f, 9.5f, -24.0f); glEnd(); //door glColor3f(0.521f,0.121f,0.0547f); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texdoor); glBegin(GL_QUADS); glNormal3f(-1.0f, 0.0f, 0.0f); glTexCoord2f(0.0f, 0.0f);glVertex3f(39.9f, 0.0f, -25.0f); glTexCoord2f(0.0f, 1.0f);glVertex3f(39.9f, 14.0f, -25.0f); glTexCoord2f(1.0f, 1.0f);glVertex3f(39.9f, 14.0f, -19.0f); glTexCoord2f(1.0f, 0.0f);glVertex3f(39.9f, 0.0f, -19.0f); glEnd(); glDisable(GL_TEXTURE_2D); } //draw the desks void drawdesks() { GLfloat desk[]={1,0.9647,0.56078}; for(int y=0;y<=2;y ) { for(int x=0;x<=1;x ) { //top glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, textdesk1); glColor4f(1,0.9647,0.56078,1); glPushMatrix(); glTranslatef(-20.0 x*40,8.1,-17.5 y*8); glScalef(10,0.2,3); glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,desk); glutSolidCube(1.0f); glPopMatrix(); glDisable(GL_TEXTURE_2D); //down glColor4f(1,0.9647,0.56078,1); glPushMatrix(); glTranslatef(-20.0 x*40,6.1,-17.5 y*8); glScalef(9,0.2,3); glutSolidCube(1.0f); glPopMatrix(); //front glColor4f(1,0.9647,0.56078,1); glPushMatrix(); glTranslatef(-20.0 x*40,7,-18.9 y*8); glScalef(10,2,0.2); glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,desk); glutSolidCube(1.0f); glPopMatrix(); //leg glColor3f(0.0,0.0,0.0); glBegin(GL_LINES); glLineWidth(3.0f); glVertex3f(-25.0 x*40,6.0f, -19 y*8); glVertex3f(-25.0 x*40,0.0f, -19 y*8); glEnd(); glBegin(GL_LINES); glLineWidth(3.0f); glVertex3f(-15.0 x*40,6.0f, -19 y*8); glVertex3f(-15.0 x*40,0.0f, -19 y*8); glEnd(); glBegin(GL_LINES); glLineWidth(3.0f); glVertex3f(-25.0 x*40,0.0f, -18 y*8); glVertex3f(-25.0 x*40,0.0f, -20 y*8); glEnd(); glBegin(GL_LINES); glLineWidth(3.0f); glVertex3f(-15.0 x*40,0.0f, -18 y*8); glVertex3f(-15.0 x*40,0.0f, -20 y*8); glEnd(); } //for //the desks in the middle //top glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, textdesk1); glColor3f(1,0.9647,0.56078); glPushMatrix(); glTranslatef(0,8.1,-17.5 y*8); glScalef(20,0.2,3); glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,desk); glutSolidCube(1.0f); glPopMatrix(); glDisable(GL_TEXTURE_2D); //down glColor3f(1,0.9647,0.56078); glPushMatrix(); glTranslatef(0,6.1,-17.5 y*8); glScalef(19,0.2,3); glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,desk); glutSolidCube(1.0f); glPopMatrix(); //front glColor3f(1,0.9647,0.56078); glPushMatrix(); glTranslatef(0,7,-18.9 y*8); glScalef(20,2,0.2); glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,desk); glutSolidCube(1.0f); glPopMatrix(); //leg glColor3f(0.0,0.0,0.0); glBegin(GL_LINES); glLineWidth(5.0f); glVertex3f(-10.0,6.0f, -19 y*8); glVertex3f(-10.0,0.0f, -19 y*8); glEnd(); glBegin(GL_LINES); glLineWidth(5.0f); glVertex3f(10.0,6.0f, -19 y*8); glVertex3f(10.0,0.0f, -19 y*8); glEnd(); glBegin(GL_LINES); glLineWidth(5.0f); glVertex3f(-10.0,0.0f, -18 y*8); glVertex3f(-10,0.0f, -20 y*8); glEnd(); glBegin(GL_LINES); glLineWidth(5.0f); glVertex3f(10,0.0f, -18 y*8); glVertex3f(10,0.0f, -20 y*8); glEnd(); }//for } //drawchairs void drawchairs() { GLfloat chair[]={0.1,0.67,0.62}; for(int j=0;j<=2;j ){ for(int i=0;i<=1;i ){ //down glColor3f(0.1,0.67,0.62); glPushMatrix(); glTranslatef(-20 i*40,3.1,-14.5 j*8); glScalef(10,0.2,3); glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,chair); glutSolidCube(1.0f); glPopMatrix(); //back glColor3f(0.1,0.67,0.62); glPushMatrix(); glTranslatef(-20 i*40,5,-13 j*8); glScalef(10,4,0.2); glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,chair); glutSolidCube(1.0f); glPopMatrix(); //leg glColor3f(0.0,0.0,0.0); glBegin(GL_LINES); glLineWidth(3.0f); glVertex3f(-25 i*40,3.0f, -13 j*8); glVertex3f(-25 i*40,0.0f, -13 j*8); glEnd(); glColor3f(0.0,0.0,0.0); glBegin(GL_LINES); glLineWidth(3.0f); glVertex3f(-15.0 i*40,3.0f, -13 j*8); glVertex3f(-15.0 i*40,0.0f, -13 j*8); glEnd(); glColor3f(0.0,0.0,0.0); glBegin(GL_LINES); glLineWidth(3.0f); glVertex3f(-25.0 i*40,0.0f, -12.5 j*8); glVertex3f(-25 i*40,0.0f, -13.5 j*8); glEnd(); glColor3f(0.0,0.0,0.0); glBegin(GL_LINES); glLineWidth(3.0f); glVertex3f(-15 i*40,0.0f, -12.5 j*8); glVertex3f(-15 i*40,0.0f, -13.5 j*8); glEnd(); } //down glColor3f(0.1,0.67,0.62); glPushMatrix(); glTranslatef(0,3.1,-14.5 j*8); glScalef(20,0.2,3); glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,chair); glutSolidCube(1.0f); glPopMatrix(); //back glColor3f(0.1,0.67,0.62); glPushMatrix(); glTranslatef(0,5,-13 j*8); glScalef(20,4,0.2); glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,chair); glutSolidCube(1.0f); glPopMatrix(); //leg glColor3f(0.0,0.0,0.0); glBegin(GL_LINES); glLineWidth(3.0f); glVertex3f(-10,3.0f, -13 j*8); glVertex3f(-10,0.0f, -13 j*8); glEnd(); glColor3f(0.0,0.0,0.0); glBegin(GL_LINES); glLineWidth(3.0f); glVertex3f(10,3.0f, -13 j*8); glVertex3f(10,0.0f, -13 j*8); glEnd(); glColor3f(0.0,0.0,0.0); glBegin(GL_LINES); glLineWidth(3.0f); glVertex3f(-10,0.0f, -12.5 j*8); glVertex3f(-10,0.0f, -13.5 j*8); glEnd(); glColor3f(0.0,0.0,0.0); glBegin(GL_LINES); glLineWidth(3.0f); glVertex3f(10,0.0f, -12.5 j*8); glVertex3f(10,0.0f, -13.5 j*8); glEnd(); } } //reshape void reshape(int we,int he) { WinWidth=we; WinHeight=he; glViewport(0,0,(GLsizei) we, (GLsizei) he); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(90.0f, (GLfloat)we/(GLfloat)he, 0.01f,100.0f); //透视图,参数1.眼睛睁开的角度 2.实际窗口的纵横比,即x/y // 3.近处的裁面 4.远处的裁面 glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(myEye.x, myEye.y, myEye.z, vPoint.x 30*sin(vAngle), vPoint.y,-30*cos(vAngle), 0.0f, 1.0f, 0.0f); } void display() { glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); //the function of drawing drawscence(); //drawprojector(); drawdesks(); drawchairs(); glFlush(); } //the action of the keyboard GLvoid OnKeyboard(unsigned char key, int x, int y) { switch(key){ //left case 97: myEye.x-=0.5; vPoint.x-=0.5; if(myEye.x<=-40) myEye.x=-40; break; //right case 100: myEye.x =0.5; vPoint.x =0.5; if(myEye.x>=40) myEye.x=40; break; //down case 119: myEye.z-=0.5; if(myEye.z<=-30) myEye.z=-30; break; //up case 115: myEye.z =0.5; if(myEye.z>=30) myEye.z=30; break; case 27: exit(0); } reshape(WinWidth,WinHeight); glutPostRedisplay(); } // the action of the special GLvoid OnSpecial(int key, int x, int y) { switch(key){ case GLUT_KEY_LEFT: vAngle-=0.05; break; case GLUT_KEY_RIGHT: vAngle =0.05; break; case GLUT_KEY_UP: myEye.y =0.05; if(myEye.y>=30) myEye.y=30; break; case GLUT_KEY_DOWN: myEye.y-=0.5; if(myEye.y<=0) myEye.y=30; break; case GLUT_KEY_PAGE_DOWN: myEye.z =0.5; if(myEye.z>=30) myEye.z=30; break; case GLUT_KEY_PAGE_UP: myEye.z-=0.5; if(myEye.z<=-30) myEye.z=-30; break; } reshape(WinWidth,WinHeight); glutPostRedisplay(); } //idle function GLvoid OnIdle() { glutPostRedisplay(); //标记当前窗体来重新显示,它会促使主循环尽快的调用完显示函数 } //initial function,initial many parameters including the light and so on void initial(){ glClearColor(0,0,0,0); glEnable(GL_TEXTURE_2D); glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_REPLACE);//set the mode of the current texture mapping glLightModelfv(GL_LIGHT_MODEL_AMBIENT,model_ambient); glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER,GL_TRUE); glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); glLightfv(GL_LIGHT0,GL_POSITION,light_position0); glLightfv(GL_LIGHT0,GL_AMBIENT,mat_ambient); glLightfv(GL_LIGHT0,GL_DIFFUSE,light); glLightfv(GL_LIGHT0,GL_SPECULAR,light); glLightfv(GL_LIGHT1,GL_POSITION,light_position1); glLightfv(GL_LIGHT1,GL_AMBIENT,mat_ambient); glLightfv(GL_LIGHT1,GL_DIFFUSE,white_light); glLightfv(GL_LIGHT1,GL_SPECULAR,white_light); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_COLOR_MATERIAL); glShadeModel(GL_SMOOTH); //set the mode of the color(flat or smooth) glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE); glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glEnable(GL_DEPTH_TEST); } int main(int argc, char* argv[]) { myEye.x=0; myEye.y=15; myEye.z=25; vPoint.x=0; vPoint.y=15; vPoint.z=-30; vAngle=0; glEnable(GL_DEPTH_TEST); glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGBA | GLUT_SINGLE); glutInitWindowPosition(400, 0); glutInitWindowSize(800, 600); glutCreateWindow("教室"); initial(); glutDisplayFunc(&display); glutReshapeFunc(reshape); glutKeyboardFunc(OnKeyboard); glutSpecialFunc(OnSpecial); glutIdleFunc(OnIdle); /* set the texture */ texblackboard=load_texture("blackboard.bmp"); texwindow=load_texture("window.bmp"); texwindow1=load_texture("window1.bmp"); texgaodi=load_texture("gaodi.bmp"); texceiling=load_texture("ceiling.bmp"); texdoor=load_texture("door.bmp"); texbackwall=load_texture("backwall.bmp"); textdesk=load_texture("tdesk.bmp"); textwall=load_texture("wall.bmp"); textfloor=load_texture("floor.bmp"); textdesk1=load_texture("desk.bmp"); glutMainLoop(); return 0; }
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