report4郭小明 三维图形程序设计 电子科技大学(2)

2019-05-27 20:45

源程序:

#include #include #include #include #define SIZE 512

GLint HITS; int flag_xyz = 1; int flag_light = 1; int mousex,mousey; float movex,movey,movez;

typedef struct {

GLubyte * image_data; GLsizei width; GLsizei height;

} Data; Data* data[4]; GLuint textures[4];

float PI = 3.1415926; void display();

void drawSphere(GLfloat,GLfloat,GLfloat,int);

float wide=0.8,height=0.8,Dept=0.8;

void init() { }

int wide_screen=300,height_screen=300;

float eyex = 0,eyey = 0,eyez = 1.7;

void reshape(int w, int h) {

glMatrixMode(GL_MODELVIEW); glLoadIdentity(); wide_screen = w; height_screen = h; glViewport(0, 0, w, h);

glMatrixMode(GL_PROJECTION); glLoadIdentity();

gluPerspective(60,1,1,30);//3.设置视景体,glFrustum gluLookAt(eyex,eyey,eyez,0,0,0,0,1,0); //glPixelStoref(GL_UNPACK_ALIGNMENT,1); glGenTextures(4,textures); for(int i=0;i<4;i++){ }

//printf(\

glBindTexture(GL_TEXTURE_2D,textures[i]); glTexImage2D(

GL_TEXTURE_2D, 0, GL_RGB, data[i]->width, data[i]->height , 0,

GL_RGB, GL_UNSIGNED_BYTE, data[i]->image_data);

glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); glEnable(GL_COLOR_MATERIAL); glEnable(GL_TEXTURE_2D);

glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);

}

float light_postion[4]={wide-0.2,height-0.2,-Dept,1}; float light_ambient [4]={1.0,1.0,1.0,0.8}; float light_diffuse [4]={1.0,1.0,1.0,0.8}; float light_specular [4]={1.0,1.0,1.0,0.8}; //float light_ambient [4]={0.6,0.6,0.6,0.5}; //float light_diffuse [4]={0.4,0.4,0.4,0.5}; //float light_specular [4]={0.8,0.8,0.8,0.5};

float proxy[3] = {wide-0.2,height-0.2,-Dept};

void createLightAndProxy(GLenum mode) { }

void create_wall() {

//设置墙壁材质

GLfloat Material_ambient[4]={0.2,0.2,0.2,1.0}; if(mode == GL_SELECT) { }

glLoadName(2);

glTranslatef(-2*movex/wide_screen,-2*movey/height_screen,-2*movez/wide_screen); if(mode == GL_SELECT) { }

if(flag_light == 1)

drawSphere(proxy[0],proxy[1]-wide/12,proxy[2],1); glLoadName(1); //设置光源相关

glLightf(GL_LIGHT0,GL_CONSTANT_ATTENUATION,1); glLightf(GL_LIGHT0,GL_LINEAR_ATTENUATION,0); glLightfv(GL_LIGHT0,GL_POSITION,light_postion); glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient); glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse); glLightfv(GL_LIGHT0,GL_SPECULAR,light_specular);

glTranslatef(2*movex/wide_screen,2*movey/height_screen,2*movez/wide_screen);

//近处的墙

glColor3f(0.6,0.5,0.0); glNormal3f(0,0,-1); glTexCoord2f(0,0);

glVertex3f(-wide,-height,Dept); glTexCoord2f(16,0);

glVertex3f(wide,-height,Dept); glTexCoord2f(16,16); glVertex3f(wide,height,Dept); glTexCoord2f(0,16);

glVertex3f(-wide,height,Dept);

//右边的墙

glColor3f(0.5,0.5,0.8); glNormal3f(-1,0,0); glTexCoord2f(0,0);

glVertex3f(wide,-height,-Dept); glTexCoord2f(16,0);

glVertex3f(wide,-height,Dept); glTexCoord2f(16,16); glVertex3f(wide,height,Dept); glTexCoord2f(0,16);

glVertex3f(wide,height,-Dept);

//左边的墙

glColor3f(0.5,0.5,0.8); glNormal3f(1,0,0); glTexCoord2f(0,0);

glVertex3f(-wide,-height,Dept); glTexCoord2f(16,0);

glVertex3f(-wide,-height,-Dept); glTexCoord2f(16,16);

glBindTexture(GL_TEXTURE_2D,textures[0]); glBegin(GL_QUADS);

glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,Material_ambient); glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,Material_diffuse); glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,Material_specular); glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,Material_shiness); GLfloat Material_diffuse[4]={0.8,0.8,0.6,1.0}; GLfloat Material_specular[4]={0.2,0.2,0.5,1.0}; GLfloat Material_shiness = 64.0;

}

void create_floor() { }

void create_quad(int i,int j) {

if((i+j)%2 == 1 ) else

glColor3f(0.0,0.0,0.0); glVertex3f(-wide/16,0,Dept/16); glVertex3f(wide/16,0,Dept/16); glBegin(GL_QUADS);

glColor3f(0.0,0.5,0.5);

glBindTexture(GL_TEXTURE_2D,textures[3]); glBegin(GL_QUADS); glColor4f(0.4,0.3,0.3,0.6); glNormal3f(0,1,0); glTexCoord2f(0.0,0.0); glVertex3f(-wide,-height,Dept); glTexCoord2f(16.0,0); glVertex3f(wide,-height,Dept); glTexCoord2f(16.0,16.0); glVertex3f(wide,-height,-Dept); glTexCoord2f(0.0,16.0); glVertex3f(-wide,-height,-Dept); glEnd();

//远处的墙

glColor3f(0.5,0.5,0.8); glNormal3f(0,0,1); glTexCoord2f(0,0);

glVertex3f(-wide,-height,-Dept); glTexCoord2f(16,0);

glVertex3f(wide,-height,-Dept); glTexCoord2f(16,16); glVertex3f(wide,height,-Dept); glTexCoord2f(0,16);

glVertex3f(-wide,height,-Dept);

glVertex3f(-wide,height,-Dept); glTexCoord2f(0,16);

glVertex3f(-wide,height,Dept);

glEnd();


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