// OpenGLBook.cpp : 定义控制台应用程序的入口点。
// #include "stdafx.h" //变量声明
static GLfloat spin =0.0;
GLfloat zoom=-10.0f;
GLfloat angel=20.0f;
BOOL light; // 光源的开/关
BOOL lp; // L键按下了么?
BOOL fp; // F键按下了么?
GLfloat mat_specular[] = {1.0, 1.0, 1.0, 1.0};
GLfloat mat_shininess[] = {50.0};
GLfloat light_position[] = {1.0, 1.0, 1.0, 0.0};
GLfloat white_light[] = {1.0, 1.0, 1.0, 1.0};
GLfloat lmodel_ambient[] = {0.1, 0.1, 0.1, 1.0};
//函数声明
void init(void);
void display(void);
void spinDisplay(void);
void reshape(int w,int h);
void mouse(int button,int state,int x,int y);
void processNormalKeys(unsigned char key,int x,int y);
void processKeyUpDowm(int key,int x,int y); /************************************************************************/
/* 函数实现 */
/************************************************************************/ //初始化
void init(void){
glClearColor(0.0f,0.0f,0.0f,0.0f);
glShadeModel(GL_SMOOTH); glShadeModel(GL_SMOOTH);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glLightfv(GL_LIGHT0, GL_DIFFUSE, white_light);
glLightfv(GL_LIGHT0, GL_SPECULAR, white_light);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); //glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
///////////////////////
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.1f,0.1f, 0.1f, 0.9f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
} //图形绘画
void display(void){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // 清除屏幕及深度缓存
// 重置模型观察矩阵 glPushMatrix();
//glLoadIdentity(); //等同于glPushMatrix();和glPopMatrix();配对重绘
glTranslatef(0.0f,0.0f,zoom);
glRotatef(spin,0.0f,1.0f,0.0f);
glutSolidSphere(1.0, , );
glPopMatrix();
glutSwapBuffers(); //交换屏幕缓冲区与后台缓冲区
angel+=5.0f;
glutPostRedisplay(); //重绘
// glPushMatrix();
} void reshape(int w,int h){
if (h==) // Prevent A Divide By Zero By
{
h=; // Making Height Equal One
} glViewport(,,(GLsizei)w,(GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)w/(GLfloat)h,0.1f,100.0f);//透视 //glOrtho(-50.0,50.0,-50.0,50.0,-1.0,100.0); //平行修剪空间(离观察者远时,不会缩小)
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
} //鼠标响应
void mouse(int button,int state,int x,int y)
{ switch(state){
case GLUT_DOWN:
if (button==GLUT_LEFT_BUTTON) //左键
{ break;
}
if (button==GLUT_RIGHT_BUTTON) //右键
{ break;
}
case GLUT_UP:
if (button==GLUT_WHEEL_UP)
{
zoom-=1.0f;
glutPostRedisplay();
break;
}
else if (button==GLUT_WHEEL_DOWN)
{
zoom+=1.0f;
glutPostRedisplay();
break;
}
default:
break;
} }
//按键响应
void processNormalKeys(unsigned char key,int x,int y)
{
switch(key){
case :
exit();
break;
case 'l':
if (!lp)
{
lp=TRUE; // lp 设为 TRUE
light=!light; // 切换光源的 TRUE/FALSE
}
else{
lp=FALSE;
light=!light;
}
if (!light) // 如果没有光源
{
glDisable(GL_LIGHTING); // 禁用光源
}
else // 否则
{
glEnable(GL_LIGHTING); // 启用光源
}
break;
case 'r':
spin+=2.0f;
if (spin>360.0f)
{
spin-=360.0f;
}
glutPostRedisplay();
break;
} } void processKeyUpDowm(int key,int x,int y){
switch(key){
case GLUT_KEY_UP:
lp=TRUE;
break;
case GLUT_KEY_DOWN:
lp=false;
break;
default:
break;
}
}
//主函数
int _tmain(int argc, char**argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize(,);
glutInitWindowPosition(,);
glutCreateWindow("this is my window");
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMouseFunc(mouse);
glutKeyboardFunc(processNormalKeys);
glutMainLoop();
return ;
}

ps:

  镜面反射步骤:光源要设置镜面反射的属性、之后相应的物体要设置镜面反射的材质。还有自发光的属性emission,看起来就行物体在自己发光一样。

  尽量用glPushMatrix()和  glPopMatrix()进行绘图,而glLoadIdentity()在初始化和重绘的时候用。

  暂时还没发现回调函数中有捕获普通按键按下的函数,不过影响不是很大。长按相当于连续按多次。

04-24 08:32