实例介绍
【实例简介】
【实例截图】
【核心代码】
【实例截图】
【核心代码】
#include <windows.h>
#include"gl/glut.h"
#include <math.h>
#include "ground.h"
static GLfloat xRot = 0.0f;
static GLfloat yRot = 0.0f;
GLfloat rtx = 0.0f, rty = 0.0f, rtz = 0.0f, angle = -90, angle_wheel = 0;
GLfloat step = 10;
#include"gl/glut.h"
#include <math.h>
#include "ground.h"
static GLfloat xRot = 0.0f;
static GLfloat yRot = 0.0f;
GLfloat rtx = 0.0f, rty = 0.0f, rtz = 0.0f, angle = -90, angle_wheel = 0;
GLfloat step = 10;
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(70, (GLsizei)w / (GLsizei)h, 0.1,2000.0);
gluLookAt(0.0, 0.0, 200.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0);
glMatrixMode(GL_MODELVIEW);
}
void Display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
{
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(70, (GLsizei)w / (GLsizei)h, 0.1,2000.0);
gluLookAt(0.0, 0.0, 200.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0);
glMatrixMode(GL_MODELVIEW);
}
void Display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(rtx, rty, rtz);//初始化坐标原点
glRotatef(angle,0,1,0);
//车下半部
glBegin(GL_POLYGON);
glColor3f(0.1, 0.1, 0.8);
glVertex3f(-40.0f, 0.0f, 15.0f);
glVertex3f(40.0f, 0.0f, 15.0f);
glColor3f(1, 0.5, 0.8);
glVertex3f(40.0f, -15.0f, 15.0f);
glVertex3f(-40.0f, -15.0f, 15.0f);
glEnd();
glTranslatef(rtx, rty, rtz);//初始化坐标原点
glRotatef(angle,0,1,0);
//车下半部
glBegin(GL_POLYGON);
glColor3f(0.1, 0.1, 0.8);
glVertex3f(-40.0f, 0.0f, 15.0f);
glVertex3f(40.0f, 0.0f, 15.0f);
glColor3f(1, 0.5, 0.8);
glVertex3f(40.0f, -15.0f, 15.0f);
glVertex3f(-40.0f, -15.0f, 15.0f);
glEnd();
glBegin(GL_POLYGON);
glColor3f(0.3, 0.2, 0.5);
glVertex3f(40.0f, 0.0f, -15.0f);
glVertex3f(40.0f, 0.0f, 15.0f);
glVertex3f(40.0f, -15.0f, 15.0f);
glVertex3f(40.0f, -15.0f, -15.0f);
glEnd();
glColor3f(0.3, 0.2, 0.5);
glVertex3f(40.0f, 0.0f, -15.0f);
glVertex3f(40.0f, 0.0f, 15.0f);
glVertex3f(40.0f, -15.0f, 15.0f);
glVertex3f(40.0f, -15.0f, -15.0f);
glEnd();
glBegin(GL_POLYGON);
glColor3f(0.3, 0.1, 0.3);
glVertex3f(-40.0f, 0.0f, -15.0f);
glVertex3f(-40.0f, 0.0f, 15.0f);
glVertex3f(-40.0f, -15.0f, 15.0f);
glVertex3f(-40.0f, -15.0f, -15.0f);
glEnd();
glColor3f(0.3, 0.1, 0.3);
glVertex3f(-40.0f, 0.0f, -15.0f);
glVertex3f(-40.0f, 0.0f, 15.0f);
glVertex3f(-40.0f, -15.0f, 15.0f);
glVertex3f(-40.0f, -15.0f, -15.0f);
glEnd();
glBegin(GL_POLYGON);
glColor3f(0.1, 0.1, 0.8);
glVertex3f(-40.0f, 0.0f, -15.0f);
glVertex3f(40.0f, 0.0f, -15.0f);
glColor3f(1, 0.5, 0.8);
glVertex3f(40.0f, -15.0f, -15.0f);
glVertex3f(-40.0f, -15.0f, -15.0f);
glEnd();
glColor3f(0.1, 0.1, 0.8);
glVertex3f(-40.0f, 0.0f, -15.0f);
glVertex3f(40.0f, 0.0f, -15.0f);
glColor3f(1, 0.5, 0.8);
glVertex3f(40.0f, -15.0f, -15.0f);
glVertex3f(-40.0f, -15.0f, -15.0f);
glEnd();
glBegin(GL_POLYGON);
glColor3f(0, 0, 1);
glVertex3f(-40.0f, 0.0f, 15.0f);
glVertex3f(-40.0f, 0.0f, -15.0f);
glVertex3f(40.0f, 0.0f, -15.0f);
glVertex3f(40.0f, 0.0f, 15.0f);
glEnd();
glColor3f(0, 0, 1);
glVertex3f(-40.0f, 0.0f, 15.0f);
glVertex3f(-40.0f, 0.0f, -15.0f);
glVertex3f(40.0f, 0.0f, -15.0f);
glVertex3f(40.0f, 0.0f, 15.0f);
glEnd();
glBegin(GL_POLYGON);
glColor3f(0.8, 0.5, 0.2);
glVertex3f(-40.0f, -15.0f, 15.0f);
glVertex3f(-40.0f, -15.0f, -15.0f);
glVertex3f(40.0f, -15.0f, -15.0f);
glVertex3f(40.0f, -15.0f, 15.0f);
glEnd();
//车上半部
glBegin(GL_POLYGON);
glColor3f(0, 0, 1);
glVertex3f(-20.0f, 0.0f, 15.0f);
glVertex3f(-10.0f, 10.0f, 15.0f);
glVertex3f(20.0f, 10.0f, 15.0f);
glVertex3f(25.0f, 0.0f, 15.0f);
glEnd();
glColor3f(0.8, 0.5, 0.2);
glVertex3f(-40.0f, -15.0f, 15.0f);
glVertex3f(-40.0f, -15.0f, -15.0f);
glVertex3f(40.0f, -15.0f, -15.0f);
glVertex3f(40.0f, -15.0f, 15.0f);
glEnd();
//车上半部
glBegin(GL_POLYGON);
glColor3f(0, 0, 1);
glVertex3f(-20.0f, 0.0f, 15.0f);
glVertex3f(-10.0f, 10.0f, 15.0f);
glVertex3f(20.0f, 10.0f, 15.0f);
glVertex3f(25.0f, 0.0f, 15.0f);
glEnd();
glBegin(GL_POLYGON);
glColor3f(0, 0, 1);
glVertex3f(-20.0f, 0.0f, -15.0f);
glVertex3f(-10.0f, 10.0f, -15.0f);
glVertex3f(20.0f, 10.0f, -15.0f);
glVertex3f(25.0f, 0.0f, -15.0f);
glEnd();
glColor3f(0, 0, 1);
glVertex3f(-20.0f, 0.0f, -15.0f);
glVertex3f(-10.0f, 10.0f, -15.0f);
glVertex3f(20.0f, 10.0f, -15.0f);
glVertex3f(25.0f, 0.0f, -15.0f);
glEnd();
glBegin(GL_POLYGON);
glColor3f(0, 1, 1);
glVertex3f(-10.0f, 10.0f, 15.0f);
glVertex3f(-10.0f, 10.0f, -15.0f);
glVertex3f(20.0f, 10.0f, -15.0f);
glVertex3f(20.0f, 10.0f, 15.0f);
glEnd();
glColor3f(0, 1, 1);
glVertex3f(-10.0f, 10.0f, 15.0f);
glVertex3f(-10.0f, 10.0f, -15.0f);
glVertex3f(20.0f, 10.0f, -15.0f);
glVertex3f(20.0f, 10.0f, 15.0f);
glEnd();
glBegin(GL_POLYGON);
glColor3f(0.5, 0.8, 0.8);
glVertex3f(-10.0f, 10.0f, 15.0f);
glVertex3f(-20.0f, 0.0f, 15.0f);
glVertex3f(-20.0f, 0.0f, -15.0f);
glVertex3f(-10.0f, 10.0f, -15.0f);
glEnd();
glColor3f(0.5, 0.8, 0.8);
glVertex3f(-10.0f, 10.0f, 15.0f);
glVertex3f(-20.0f, 0.0f, 15.0f);
glVertex3f(-20.0f, 0.0f, -15.0f);
glVertex3f(-10.0f, 10.0f, -15.0f);
glEnd();
glBegin(GL_POLYGON);
glColor3f(0, 0.5, 0.5);
glVertex3f(20.0f, 10.0f, 15.0f);
glVertex3f(20.0f, 10.0f, -15.0f);
glVertex3f(25.0f, 0.0f, -15.0f);
glVertex3f(25.0f, 0.0f, 15.0f);
glEnd();
glColor3f(0, 0.5, 0.5);
glVertex3f(20.0f, 10.0f, 15.0f);
glVertex3f(20.0f, 10.0f, -15.0f);
glVertex3f(25.0f, 0.0f, -15.0f);
glVertex3f(25.0f, 0.0f, 15.0f);
glEnd();
glBegin(GL_POLYGON);
glColor3f(0, 0, 1);
glVertex3f(-30.0f, -15.0f, 15.0f);
glVertex3f(-30.0f, -15.0f, -15.0f);
glVertex3f(30.0f, -15.0f, -15.0f);
glVertex3f(30.0f, -15.0f, 15.0f);
glEnd();
//车轮
glColor3f(1, 0, 0);
/*glRotatef(angle_wheel, 0, 0, 1);*/
glTranslated(-20.0f, -15.0f, 15.0f);
glutSolidTorus(2, 5, 5, 100);
glTranslated(0.0f, 0.0f, -30.0f);
glutSolidTorus(2, 5, 5, 100);
glTranslated(45.0f, 0.0f, 0.0f);
glutSolidTorus(2, 5, 5, 100);
glTranslated(0.0f, 0.0f, 30.0f);
glutSolidTorus(2, 5, 5, 100);
glPopMatrix();
glColor3f(0, 0, 1);
glVertex3f(-30.0f, -15.0f, 15.0f);
glVertex3f(-30.0f, -15.0f, -15.0f);
glVertex3f(30.0f, -15.0f, -15.0f);
glVertex3f(30.0f, -15.0f, 15.0f);
glEnd();
//车轮
glColor3f(1, 0, 0);
/*glRotatef(angle_wheel, 0, 0, 1);*/
glTranslated(-20.0f, -15.0f, 15.0f);
glutSolidTorus(2, 5, 5, 100);
glTranslated(0.0f, 0.0f, -30.0f);
glutSolidTorus(2, 5, 5, 100);
glTranslated(45.0f, 0.0f, 0.0f);
glutSolidTorus(2, 5, 5, 100);
glTranslated(0.0f, 0.0f, 30.0f);
glutSolidTorus(2, 5, 5, 100);
glPopMatrix();
//路面
glPushMatrix();
glBegin(GL_POLYGON);
glColor3f(1.0, 1.0, 1.0);
glVertex3f(-80.0f, -30.0f, 200.0f);
glVertex3f(-80.0f, -30.0f, -3600.0f);
glVertex3f(80.0f, -30.0f, 200.0f);
glVertex3f(80.0f, -30.0f, -3600.0f);
glEnd();
glPushMatrix();
glBegin(GL_POLYGON);
glColor3f(1.0, 1.0, 1.0);
glVertex3f(-80.0f, -30.0f, 200.0f);
glVertex3f(-80.0f, -30.0f, -3600.0f);
glVertex3f(80.0f, -30.0f, 200.0f);
glVertex3f(80.0f, -30.0f, -3600.0f);
glEnd();
glBegin(GL_POLYGON);
glColor3f(0.0, 1.0, 0.0);
glVertex3f(-80.0f, -20.0f, 200.0f);
glVertex3f(-80.0f, -20.0f, -3600.0f);
glVertex3f(-120.0f, -50.0f, 200.0f);
glVertex3f(-120.0f, -50.0f, -3600.0f);
glEnd();
glColor3f(0.0, 1.0, 0.0);
glVertex3f(-80.0f, -20.0f, 200.0f);
glVertex3f(-80.0f, -20.0f, -3600.0f);
glVertex3f(-120.0f, -50.0f, 200.0f);
glVertex3f(-120.0f, -50.0f, -3600.0f);
glEnd();
glBegin(GL_POLYGON);
glColor3f(0.0, 1.0, 0.0);
glVertex3f(80.0f, -20.0f, 200.0f);
glVertex3f(80.0f, -20.0f, -3600.0f);
glVertex3f(120.0f, -50.0f, 200.0f);
glVertex3f(120.0f, -50.0f, -3600.0f);
glEnd();
glPopMatrix();
glColor3f(0.0, 1.0, 0.0);
glVertex3f(80.0f, -20.0f, 200.0f);
glVertex3f(80.0f, -20.0f, -3600.0f);
glVertex3f(120.0f, -50.0f, 200.0f);
glVertex3f(120.0f, -50.0f, -3600.0f);
glEnd();
glPopMatrix();
glutSwapBuffers(); //交换缓冲
}
//定义键盘控制函数
void SpecialKeys(int key, int x, int y)
{
GLfloat ang;
switch (key)
{
case GLUT_KEY_LEFT:
angle = 3;
glutPostRedisplay();
break;
case GLUT_KEY_RIGHT:
angle = -3;
glutPostRedisplay();
break;
case GLUT_KEY_UP:
rtz = -step;
glutPostRedisplay();
break;
case GLUT_KEY_DOWN:
rtz = step;
glutPostRedisplay();
break;
}
glutPostRedisplay(); // 刷新窗口
}
}
//定义键盘控制函数
void SpecialKeys(int key, int x, int y)
{
GLfloat ang;
switch (key)
{
case GLUT_KEY_LEFT:
angle = 3;
glutPostRedisplay();
break;
case GLUT_KEY_RIGHT:
angle = -3;
glutPostRedisplay();
break;
case GLUT_KEY_UP:
rtz = -step;
glutPostRedisplay();
break;
case GLUT_KEY_DOWN:
rtz = step;
glutPostRedisplay();
break;
}
glutPostRedisplay(); // 刷新窗口
}
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowPosition(500, 200);
glutInitWindowSize(500, 500);
glutCreateWindow("车");
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glutReshapeFunc(reshape);
glOrtho(-100, 100, -100, 100, -600, 2000);
glutDisplayFunc(Display);
glutSpecialFunc(SpecialKeys); //注册功能键回调函数
glutMainLoop();
return 0;
}
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowPosition(500, 200);
glutInitWindowSize(500, 500);
glutCreateWindow("车");
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glutReshapeFunc(reshape);
glOrtho(-100, 100, -100, 100, -600, 2000);
glutDisplayFunc(Display);
glutSpecialFunc(SpecialKeys); //注册功能键回调函数
glutMainLoop();
return 0;
}
好例子网口号:伸出你的我的手 — 分享!
小贴士
感谢您为本站写下的评论,您的评论对其它用户来说具有重要的参考价值,所以请认真填写。
- 类似“顶”、“沙发”之类没有营养的文字,对勤劳贡献的楼主来说是令人沮丧的反馈信息。
- 相信您也不想看到一排文字/表情墙,所以请不要反馈意义不大的重复字符,也请尽量不要纯表情的回复。
- 提问之前请再仔细看一遍楼主的说明,或许是您遗漏了。
- 请勿到处挖坑绊人、招贴广告。既占空间让人厌烦,又没人会搭理,于人于己都无利。
关于好例子网
本站旨在为广大IT学习爱好者提供一个非营利性互相学习交流分享平台。本站所有资源都可以被免费获取学习研究。本站资源来自网友分享,对搜索内容的合法性不具有预见性、识别性、控制性,仅供学习研究,请务必在下载后24小时内给予删除,不得用于其他任何用途,否则后果自负。基于互联网的特殊性,平台无法对用户传输的作品、信息、内容的权属或合法性、安全性、合规性、真实性、科学性、完整权、有效性等进行实质审查;无论平台是否已进行审查,用户均应自行承担因其传输的作品、信息、内容而可能或已经产生的侵权或权属纠纷等法律责任。本站所有资源不代表本站的观点或立场,基于网友分享,根据中国法律《信息网络传播权保护条例》第二十二与二十三条之规定,若资源存在侵权或相关问题请联系本站客服人员,点此联系我们。关于更多版权及免责申明参见 版权及免责申明
网友评论
我要评论