环境VC下控制台编程
Link:
glut32.lib glu32.lib opengl32.lib
事先要搞好glut32环境{网上查}
#include
#include
GLUnurbsObj *theNurb1;
GLUnurbsObj *theNurb2;
GLfloat ctrlpoints[5][5][3] = {{{-3,0.5,0},{-1,1.5,0},{-2,2,0},{1,-1,0},{-5,0,0}},
{{-3,0.5,-1},{-1,1.5,-1},{-2,2,-1},{1,-1,-1},{-5,0,-1}},
{{-3,0.5,-2},{-1,1.5,-2},{-2,2,-2},{1,-1,-2},{-5,0,-2}},
{{-3,0.5,-3},{-1,1.5,-3},{-2,2,-3},{1,-1,-3},{-5,0,-3}},
{{-3,0.5,-4},{-1,1.5,-4},{-2,2,-4},{1,-1,-4},{-5,0,-4}}};//控制点
GLfloat mat_diffuse[] = {1.0,0.5,0.1,1.0};
GLfloat mat_specular[] = {1.0,1.0,1.0,1.0};
GLfloat mat_shininess[] = {100.0};
GLfloat light_position[] = {0.0,-10.0,0.0,1.0};
void myInit(void)
{
glClearColor(1.0,1.0,1.0,0.0);//设置背景色
/*为光照模型指定材质参数*/
glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess);
glLightfv(GL_FRONT,GL_POSITION,light_position);//设置光源参数
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);//设置光照模型参数
/*激活光照*/
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LEQUAL);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
/*设置特殊效果*/
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glHint(GL_LINE_SMOOTH_HINT,GL_DONT_CARE);
glEnable(GL_BLEND);
glFrontFace(GL_CW);
glShadeModel(GL_SMOOTH);
glEnable(GL_LINE_SMOOTH);
theNurb1 = gluNewNurbsRenderer();//创建NURBS对象theNurb1
gluNurbsProperty(theNurb1,GLU_SAMPLING_TOLERANCE,25.0);
gluNurbsProperty(theNurb1,GLU_DISPLAY_MODE,GLU_OUTLINE_POLYGON);
theNurb2 = gluNewNurbsRenderer();//创建NURBS对象theNurb2
gluNurbsProperty(theNurb2,GLU_SAMPLING_TOLERANCE,25.0);
gluNurbsProperty(theNurb2,GLU_DISPLAY_MODE,GLU_FILL);
}
int spin = 0;
/*接收键盘指令*/
static void myKey(unsigned char key,int x,int y)
{
switch(key)
{
case'd':
spin = spin + 1;
glRotatef(spin,1.0,1.0,0.0);
glutPostRedisplay();
break;
case 27:
exit(0);
default:
break;
}
}
/*绘制曲面*/
void myDisplay(void)
{
GLfloat knots[10] = {0.0,0.0,0.0,0.0,0.0,1.0,1.0,1.0,1.0,1.0};
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glRotatef(50.0,1.0,1.0,0.0);
/*第一个曲面*/
glPushMatrix();
glTranslatef(1.0,0.0,0.0);
gluBeginSurface(theNurb1);
/*定义曲面形状*/
gluNurbsSurface(theNurb1,10,knots,10,knots,5*3,3,&ctrlpoints[0][0][0],5,5,GL_MAP2_VERTEX_3);
gluEndSurface(theNurb1);
glPopMatrix();
/*第二个曲面*/
glPushMatrix();
glTranslatef(7.0,0.0,0.0);
gluBeginSurface(theNurb2);
/*定义曲面形状*/
gluNurbsSurface(theNurb2,10,knots,10,knots,5*3,3,&ctrlpoints[0][0][0],5,5,GL_MAP2_VERTEX_3);
gluEndSurface(theNurb2);
glPopMatrix();
glutSwapBuffers();
}
void myReshape(GLsizei w,GLsizei h)
{
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(50.0,(GLfloat)w/(GLfloat)h,1.0,15.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0,0.0,-9.0);
}
int main(int argc,char ** argv)
{
/*初始化*/
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB|GLUT_DEPTH);
glutInitWindowSize(600,400);
glutInitWindowPosition(200,200);
/*创建窗口*/
glutCreateWindow("NURBS surface");
/*绘制与显示*/
myInit();
glutKeyboardFunc(myKey);
glutReshapeFunc(myReshape);
glutDisplayFunc(myDisplay);
/*进入GLUT事件处理循环*/
glutMainLoop();
return(0);
}