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./立方體的簡(jiǎn)單三維交互式幾何變換立方體的簡(jiǎn)單三維交互式幾何變換。功能:鍵盤的方向鍵實(shí)現(xiàn)立方體的上下左右平移;A鍵,S鍵分別實(shí)現(xiàn)向前,向后旋轉(zhuǎn);J鍵,K鍵分別實(shí)現(xiàn)放大,縮??;C鍵退出。程序模塊:1.重繪回調(diào)函數(shù),在窗口首次創(chuàng)建或用戶改變窗口尺寸時(shí)被調(diào)用。voidreshape<intw,inth>{ glViewport<0,0,w,h>;//指定視口的位置和大小 glMatrixMode<GL_PROJECTION>; glLoadIdentity<>; //glFrustum<-1.0,1.0,-1.0,1.0,3.1,10.0>; //gluPerspective<45,1,0.1,10.0>;glOrtho<-2.0,2.0,-2.0,2.0,2.0,10.0>;}2.繪制一個(gè)立方體。voidDrawBox<>{glBegin<GL_QUADS>; //前面 glColor3f<1,0,0>;glVertex3f<-1.0f,-1.0f,1.0f>;//四邊形的左下glVertex3f<1.0f,-1.0f,1.0f>;//四邊形的右下glVertex3f<1.0f,1.0f,1.0f>;//四邊形的右上glVertex3f<-1.0f,1.0f,1.0f>;//四邊形的左上//后面glColor3f<0,1,0>;glVertex3f<-1.0f,-1.0f,-1.0f>;//四邊形的右下glVertex3f<-1.0f,1.0f,-1.0f>;//四邊形的右上glVertex3f<1.0f,1.0f,-1.0f>;//四邊形的左上glVertex3f<1.0f,-1.0f,-1.0f>;//四邊形的左下//頂面glColor3f<0,0,1>;glVertex3f<-1.0f,1.0f,-1.0f>;//四邊形的左上glVertex3f<-1.0f,1.0f,1.0f>;//四邊形的左下glVertex3f<1.0f,1.0f,1.0f>;//四邊形的右下glVertex3f<1.0f,1.0f,-1.0f>;//四邊形的右上//底面glColor3f<1,1,0>;glVertex3f<-1.0f,-1.0f,-1.0f>;//四邊形的右上glVertex3f<1.0f,-1.0f,-1.0f>;//四邊形的左上glVertex3f<1.0f,-1.0f,1.0f>;//四邊形的左下glVertex3f<-1.0f,-1.0f,1.0f>;//四邊形的右下//右面glColor3f<0,1,1>;glVertex3f<1.0f,-1.0f,-1.0f>;//四邊形的右下glVertex3f<1.0f,1.0f,-1.0f>;//四邊形的右上glVertex3f<1.0f,1.0f,1.0f>;//四邊形的左上glVertex3f<1.0f,-1.0f,1.0f>;//四邊形的左下//左面glColor3f<1,0,1>;glVertex3f<-1.0f,-1.0f,-1.0f>;//四邊形的左下glVertex3f<-1.0f,-1.0f,1.0f>;//四邊形的右下glVertex3f<-1.0f,1.0f,1.0f>;//四邊形的右上glVertex3f<-1.0f,1.0f,-1.0f>;//四邊形的左上glEnd<>;}3.該模塊設(shè)置屏幕顏色和深度緩存,設(shè)置立方體的平移,縮放,旋轉(zhuǎn)變換。voiddisplay<>{ glClear<GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT>;//清空顏色和深度緩存 glMatrixMode<GL_MODELVIEW>; glLoadIdentity<>; //gluLookAt<2.0,2.0,2.0,0.0,0.0,0.0,0.0,1.0,0.0>; glTranslatef<0.0f+tx,0.0f+ty,-4.0f>;//平移變換 glScalef<1+sf,1+sf,1+sf>;//縮放變換 glRotatef<ratX,1.0f,0.0f,0.0f>;//繞X軸的旋轉(zhuǎn)變換glRotatef<ratY,0.0f,1.0f,0.0f>;//繞Y軸的旋轉(zhuǎn)變換glRotatef<ratZ,0.0f,0.0f,1.0f>;//繞Z軸的旋轉(zhuǎn)變換 DrawBox<>;glFlush<>; glutSwapBuffers<>; }4.該模塊為設(shè)置深度緩存和啟動(dòng)深度測(cè)試模式。voidinit<>{ glClearColor<1.0,1.0,1.0,1.0>; glEnable<GL_DEPTH_TEST>;//啟動(dòng)深度測(cè)試模式}5.該模塊為設(shè)置鍵盤的交互式操作。voidmyKeyboard<unsignedcharkey,intx,inty>{ if<key=='a'||key=='A'>ratX+=2;ratY+=2;ratZ+=2;if<key=='s'||key=='S'>ratX-=2;ratY-=2;ratZ-=2;if<key=='j'||key=='J'>sf+=0.1;if<key=='k'||key=='K'>sf-=0.1;if<key=='c'||key=='C'> exit<0>;glutPostRedisplay<>;//重新調(diào)用繪制函數(shù)}6.該模塊為設(shè)置鍵盤方向鍵的交互式操作。voidmyspecialKeyboard<intkey,intx,inty>{ if<key==GLUT_KEY_UP>ty+=0.1;if<key==GLUT_KEY_DOWN>ty-=0.1;if<key==GLUT_KEY_LEFT>tx-=0.1;if<key==GLUT_KEY_RIGHT>tx+=0.1;glutPostRedisplay<>;}7.主函數(shù)模塊,實(shí)現(xiàn)設(shè)置顯示模式〔窗口大小,位置,調(diào)用函數(shù)操作。intmain<intargc,char**argv>{ glutInit<&argc,argv>;//初始GLUT. glutInitDisplayMode<GLUT_DEPTH|GLUT_DOUBLE|GLUT_RGB>;//設(shè)定顯示模式 glutInitWindowSize<400,400>;//設(shè)定窗口大小 glutInitWindowPosition<50,100>;//設(shè)定窗口位置 glutCreateWindow<"立方體的簡(jiǎn)單三維交互式幾何變換">;//用前面指定參數(shù)創(chuàng)建 glutReshapeFunc<reshape>;//指定重繪回調(diào)函數(shù) glutDisplayFunc<display>;//進(jìn)行一些初始化工作 glutKeyboardFunc<myKeyboard>;//指定鍵盤回調(diào)函數(shù)glutSpecialFunc<myspecialKeyboard>;//指定鍵盤回調(diào)函數(shù) init<>; glutMainLoop<>;//進(jìn)入無窮循環(huán),等待事件處理}功能截圖:立方體的平移:上平移下平移:左平移:右平移:放大:縮?。盒D(zhuǎn):源程序:#include<stdlib.h>#include<GL/glut.h>#include<windows.h>floatratX=60;floatratY=60;floatratZ=60;floattx=0;floatty=0;floatsf=0;voidDrawBox<>{glBegin<GL_QUADS>;//前面 glColor3f<1,0,0>;glVertex3f<-1.0f,-1.0f,1.0f>;//四邊形的左下glVertex3f<1.0f,-1.0f,1.0f>;//四邊形的右下glVertex3f<1.0f,1.0f,1.0f>;//四邊形的右上glVertex3f<-1.0f,1.0f,1.0f>;//四邊形的左上//后面glColor3f<0,1,0>;glVertex3f<-1.0f,-1.0f,-1.0f>;//四邊形的右下glVertex3f<-1.0f,1.0f,-1.0f>;//四邊形的右上glVertex3f<1.0f,1.0f,-1.0f>;//四邊形的左上glVertex3f<1.0f,-1.0f,-1.0f>;//四邊形的左下//頂面glColor3f<0,0,1>;glVertex3f<-1.0f,1.0f,-1.0f>;//四邊形的左上glVertex3f<-1.0f,1.0f,1.0f>;//四邊形的左下glVertex3f<1.0f,1.0f,1.0f>;//四邊形的右下glVertex3f<1.0f,1.0f,-1.0f>;//四邊形的右上//底面glColor3f<1,1,0>;glVertex3f<-1.0f,-1.0f,-1.0f>;//四邊形的右上glVertex3f<1.0f,-1.0f,-1.0f>;//四邊形的左上glVertex3f<1.0f,-1.0f,1.0f>;//四邊形的左下glVertex3f<-1.0f,-1.0f,1.0f>;//四邊形的右下//右面glColor3f<0,1,1>;glVertex3f<1.0f,-1.0f,-1.0f>;//四邊形的右下glVertex3f<1.0f,1.0f,-1.0f>;//四邊形的右上glVertex3f<1.0f,1.0f,1.0f>;//四邊形的左上glVertex3f<1.0f,-1.0f,1.0f>;//四邊形的左下//左面glColor3f<1,0,1>;glVertex3f<-1.0f,-1.0f,-1.0f>;//四邊形的左下glVertex3f<-1.0f,-1.0f,1.0f>;//四邊形的右下glVertex3f<-1.0f,1.0f,1.0f>;//四邊形的右上glVertex3f<-1.0f,1.0f,-1.0f>;//四邊形的左上glEnd<>;}voiddisplay<>{ glClear<GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT>;//清空顏色和深度緩存 glMatrixMode<GL_MODELVIEW>; glLoadIdentity<>; //gluLookAt<2.0,2.0,2.0,0.0,0.0,0.0,0.0,1.0,0.0>; glTranslatef<0.0f+tx,0.0f+ty,-4.0f>;//平移變換 glScalef<1+sf,1+sf,1+sf>;//縮放變換 glRotatef<ratX,1.0f,0.0f,0.0f>;//繞X軸的旋轉(zhuǎn)變換glRotatef<ratY,0.0f,1.0f,0.0f>;//繞Y軸的旋轉(zhuǎn)變換glRotatef<ratZ,0.0f,0.0f,1.0f>;//繞Z軸的旋轉(zhuǎn)變換 DrawBox<>;glFlush<>; glutSwapBuffers<>;}voidreshape<intw,inth>//重繪回調(diào)函數(shù),在窗口首次創(chuàng)建或用戶改變窗口尺寸時(shí)被調(diào)用{ glViewport<0,0,w,h>;//指定視口的位置和大小 glMatrixMode<GL_PROJECTION>; glLoadIdentity<>; //glFrustum<-1.0,1.0,-1.0,1.0,3.1,10.0>; //gluPerspective<45,1,0.1,10.0>;glOrtho<-2.0,2.0,-2.0,2.0,2.0,10.0>;}voidinit<>{ glClearColor<1.0,1.0,1.0,1.0>; glEnable<GL_DEPTH_TEST>;//啟動(dòng)深度測(cè)試模式}voidmyKeyboard<unsignedcharkey,intx,inty>{ if<key=='a'||key=='A'>ratX+=2;ratY+=2;ratZ+=2;if<key=='s'||key=='S'>ratX-=2;ratY-=2;ratZ-=2;if<key=='j'||key=='J'>sf+=0.1;if<key=='k'||key=='K'>sf-=0.1;if<key=='c'||key=='C'> exit<0>;glutPost

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