glBegin(GL_LINES);//绘制出坐标轴 glVertex2f(-1.0f,0.0f);
glVertex2f(1.0f,0.0f);//绘制x轴 glVertex2f(0.0f,1.0f);
glVertex2f(0.0f,-1.0f);//绘制y轴 glEnd();
/*glBegin(GL_LINE_STRIP);
for (x=-1.0f/factor;x<1.0f/factor;x+=0.01f)
glVertex2f(x*factor,x*factor*x*factor*x*factor); glEnd();*/
glBegin(GL_LINE_STRIP);
for (x=-1.0f/factor;x<1.0f/factor;x+=0.01f) glVertex2f(x*factor,x*factor*x*factor); glEnd(); glFlush();
}
int main(int argc, char *argv[]) { }
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE); glutInitWindowPosition(100, 100); glutInitWindowSize(400, 400); glutCreateWindow(\抛物线\ glutDisplayFunc(&myDisplay); glutMainLoop(); return 0;
正弦曲线: #include
void myDisplay(void) {
GLfloat x;
glClear(GL_COLOR_BUFFER_BIT); glBegin(GL_LINES);
glVertex2f(-1.0f, 0.0f);
glVertex2f(1.0f, 0.0f); // 以上两个点可以画x轴 glVertex2f(0.0f, -1.0f);
glVertex2f(0.0f, 1.0f); // 以上两个点可以画y轴 glEnd();
glBegin(GL_LINE_STRIP);
for(x=-1.0f/factor; x<1.0f/factor; x+=0.01f) {
glVertex2f(x*factor, sin(x)*factor); }
glEnd(); glFlush();
}
int main(int argc, char *argv[]) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE); glutInitWindowPosition(100, 100); glutInitWindowSize(400, 400); glutCreateWindow(\正弦曲线\ glutDisplayFunc(&myDisplay); glutMainLoop(); return 0; }
3、图形变换
使用投影、视口变换、旋转、平移和缩放的编程方法。 //加入了光照效果的太阳和地球 #include
#define WIDTH 400
#define HEIGHT 400
static GLfloat angle = 0.0f;
void myDisplay(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// 创建透视效果视图
glMatrixMode(GL_PROJECTION); glLoadIdentity();
gluPerspective(90.0f, 1.0f, 1.0f, 20.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity();
gluLookAt(0.0, 5.0, -10.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
// 定义太阳光源,它是一种白色的光源 {
GLfloat sun_light_position[] = {0.0f, 0.0f, 0.0f, 1.0f}; GLfloat sun_light_ambient[] = {0.0f, 0.0f, 0.0f, 1.0f}; GLfloat sun_light_diffuse[] = {1.0f, 1.0f, 1.0f, 1.0f}; GLfloat sun_light_specular[] = {1.0f, 1.0f, 1.0f, 1.0f};
glLightfv(GL_LIGHT0, GL_POSITION, sun_light_position);
}
glLightfv(GL_LIGHT0, GL_AMBIENT, sun_light_ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, sun_light_diffuse); glLightfv(GL_LIGHT0, GL_SPECULAR, sun_light_specular);
glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST);
// 定义太阳的材质并绘制太阳 {
GLfloat sun_mat_ambient[] = {0.0f, 0.0f, 0.0f, 1.0f}; GLfloat sun_mat_diffuse[] = {0.0f, 0.0f, 0.0f, 1.0f}; GLfloat sun_mat_specular[] = {0.0f, 0.0f, 0.0f, 1.0f}; GLfloat sun_mat_emission[] = {0.5f, 0.0f, 0.0f, 1.0f}; GLfloat sun_mat_shininess = 0.0f;
glMaterialfv(GL_FRONT, GL_AMBIENT, sun_mat_ambient); glMaterialfv(GL_FRONT, GL_DIFFUSE, sun_mat_diffuse); glMaterialfv(GL_FRONT, GL_SPECULAR, sun_mat_specular); glMaterialfv(GL_FRONT, GL_EMISSION, sun_mat_emission); glMaterialf (GL_FRONT, GL_SHININESS, sun_mat_shininess);
glutSolidSphere(2.0, 40, 32);