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分类: C/C++

2010-05-23 23:01:04

例1:本例在黑色的背景下绘制一个彩色的三角形,如图一所示。

#include
#include
void background(void)
{
 glClearColor(0.0,0.0,0.0,0.0);//设置背景颜色为黑色
}

void myDisplay(void)
{
 glClear(GL_COLOR_BUFFER_BIT);//buffer设置为颜色可写

 glBegin(GL_TRIANGLES);//开始画三角形
 glShadeModel(GL_SMOOTH);//设置为光滑明暗模式

 glColor3f(1.0,0.0,0.0);//设置第一个顶点为红色
 glVertex2f(-1.0,-1.0);//设置第一个顶点的坐标为(-1.0,-1.0)

 glColor3f(0.0,1.0,0.0);//设置第二个顶点为绿色
 glVertex2f(0.0,-1.0);//设置第二个顶点的坐标为(0.0,-1.0)

 glColor3f(0.0,0.0,1.0);//设置第三个顶点为蓝色
 glVertex2f(-0.5,1.0);//设置第三个顶点的坐标为(-0.5,1.0)
 glEnd();//三角形结束

 glFlush();//强制OpenGL函数在有限时间内运行
}

void myReshape(GLsizei w,GLsizei h)
{
 glViewport(0,0,w,h);//设置视口

 glMatrixMode(GL_PROJECTION);//指明当前矩阵为GL_PROJECTION
 glLoadIdentity();//将当前矩阵置换为单位阵

 if(w <= h)
  gluOrtho2D(-1.0,1.5,-1.5,1.5*(GLfloat)h/(GLfloat)w);//定义二维正视投影矩阵
 else
  gluOrtho2D(-1.0,1.5*(GLfloat)w/(GLfloat)h,-1.5,1.5);
  glMatrixMode(GL_MODELVIEW);//指明当前矩阵为GL_MODELVIEW
}

int main(int argc,char ** argv)
{
 /*初始化*/
 glutInit(&argc,argv);
 glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB);
 glutInitWindowSize(400,400);
 glutInitWindowPosition(200,200);

 /*创建窗口*/
 glutCreateWindow("Triangle");

 /*绘制与显示*/
 background();
 glutReshapeFunc(myReshape);
 glutDisplayFunc(myDisplay);

 glutMainLoop();
 return(0);
}


图一:一个彩色的三角形

 

 

 

例2:本例子使用颜色引索模式绘制8个不同颜色的球体,如图二所示。阅读此例时,请主要关注函数palette和DrawColotFans。
glIndex设置当前颜色索引。参数为当前颜色索引。本例中glIndexd 函数的参数j+1对应palette中auxSetOneColor函数中的i+1,auxSetOneColor函数的后三个函数制定对应的颜色,颜色值由变量rgb[8][3]定义。

#include
#include
void init(void)
{
 glClearColor(1.0,1.0,1.0,1.0);
 glClear(GL_COLOR_BUFFER_BIT);
 glShadeModel(GL_SMOOTH);
}

void palette(void)
{
 GLint i;
 static GLfloat rgb[8][3]={{1,0,0},{1,0,0.5},{1,0,1},
{0,0,1},{0,1,1},{0,1,0},{1,1,0},{1,0.5,0}};

 for(i = 0;i<8;i++)
 {
  auxSetOneColor(i+1,rgb[i][0],rgb[i][1],rgb[i][2]);//设置颜色
 }
}

void DrawColorFans(void)
{
 GLint j;

 glTranslatef(-15,-15,0);
 for(j = 0;j<8;j++)
 {
  glIndexd(j+1);//设置当前颜色索引
  /*在不同位置绘制球体*/
  glTranslatef(j,j-1,0);
  glutSolidSphere(1,20,20);
 }
}

void CALLBACK display(void)
{
 palette();
 DrawColorFans();
 glFlush();
}

void CALLBACK reshape(GLsizei w,GLsizei h)
{
 glViewport(0,0,w,h);
 glMatrixMode(GL_PROJECTION);
 glLoadIdentity();
 gluPerspective(100,1,1,20);
 glMatrixMode(GL_MODELVIEW);
 glLoadIdentity();
 glTranslatef(0,0,-15);
}
void main()
{
 auxInitDisplayMode(AUX_SINGLE|AUX_INDEX);
 auxInitPosition(100,100,500,500);
 auxInitWindow("draw the color sphere");
 init();
 auxReshapeFunc(reshape);
 auxMainLoop(display);
}


图二:8个不同颜色的球体

 

 

例3:下面这个例子不仅说明了附加裁剪函数的用法,而且调用了gluPerspective()透视投影函数,读者可以细细体会其中的用法。例程如下:

  #include "glos.h"
  #include
  #include
  #include
  void myinit(void);
  void CALLBACK myReshape(GLsizei w, GLsizei h);
  void CALLBACK display(void);
  void CALLBACK display(void)
  {
    GLdouble eqn[4] = {1.0, 0.0, 0.0, 0.0};
    glClear(GL_COLOR_BUFFER_BIT);
    glColor3f (1.0, 0.0, 1.0);
    glPushMatrix();
    glTranslatef (0.0, 0.0, -5.0);
    /* clip the left part of wire_sphere : x<0 */
    glClipPlane (GL_CLIP_PLANE0, eqn);
    glEnable (GL_CLIP_PLANE0);
    glRotatef (-90.0, 1.0, 0.0, 0.0);
    auxWireSphere(1.0);
    glPopMatrix();
    glFlush();
  }
  void myinit (void)
  {
    glShadeModel (GL_FLAT);
  }
  void CALLBACK myReshape(GLsizei w, GLsizei h)
  {
    glViewport(0, 0, w, h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
      gluPerspective(60.0, (GLfloat) w/(GLfloat) h, 1.0, 20.0);
    glMatrixMode(GL_MODELVIEW);
  }
  void main(void)
  {
    auxInitDisplayMode (AUX_SINGLE | AUX_RGB);
    auxInitPosition (0, 0, 500, 500);
    auxInitWindow ("Arbitrary Clipping Planes");
    myinit ();
    auxReshapeFunc (myReshape);
    auxMainLoop(display);
  }

 

例4:利用堆栈绘制三个物体--一个绿色的茶壶,一个蓝色的茶壶,一个红色的立方体(部分代码)

void myDisplay(void)
{
 glClear(GL_COLOR_BUFFER_BIT);
 /*蓝色茶壶*/
 glPushMatrix();
 glColor3f(0.0,0.0,1.0);
 glutSolidTeapot(1.5);
 glPopMatrix();

 /*红色立方体*/
 glPushMatrix();
 glTranslatef(5.0,0.0,0.0);//坐标变换
 glColor3f(1.0,0.0,0.0);
 glutSolidCube(1.0);
 glPopMatrix();

 /*绿色茶壶*/
 glPushMatrix();
 glTranslatef(-5.0,0.0,0.0);//坐标变换
 glColor3f(0.0,1.0,0.0);
 glutSolidTeapot(1.0);
 glPopMatrix();

 glFlush();
}

void myReshape(GLsizei w,GLsizei h)
{
 glViewport(0,0,w,h);
 glMatrixMode(GL_PROJECTION);
 glLoadIdentity();
 gluPerspective(80.0,(GLdouble)w/(GLdouble)h,1.0,20.0);//创建透视投影矩阵
 glMatrixMode(GL_MODELVIEW);
 glLoadIdentity();
 glTranslatef(0.0,0.0,-8.0);
}

 


点击放大此图片
图四:三个不重叠的物体

点击放大此图片
图五:两个茶壶重叠在一起

 

 例5:绘制六个彩色的三角形,如图六。

#include
#include
GLuint listName = 1;

void myInit(void)
{
 glClearColor(0.0,0.0,0.0,0.0);//设置背景为黑色

 glNewList(listName,GL_COMPILE);//创建显示列表
 /*画一个彩色的多边形*/
 glBegin(GL_POLYGON);
 glColor3f(1.0,0.0,0.0);
 glVertex2f(1.0,1.0);

 glColor3f(0.0,1.0,0.0);
 glVertex2f(2.0,2.0);

 glColor3f(0.0,0.0,1.0);
 glVertex2f(1.5,2.5);

 glTranslatef(0.5,-0.5,0.0);//坐标转换
 glEnd();
 glEndList();//结束显示列表

 glShadeModel(GL_SMOOTH);
}


void myDisplay(void)
{
 GLuint i;
 glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

 for(i = 0;i<6;i++)
  glCallList(listName);
 glFlush();
}

void myReshape(GLsizei w,GLsizei h)
{
 glViewport(0,0,w,h);
 glMatrixMode(GL_PROJECTION);
 glLoadIdentity();
 if(w<=h)
  glOrtho(-4.0,4.0,-4.0*(GLfloat)h/(GLfloat)w,4.0*(GLfloat)h/(GLfloat)w,-8.0,8.0);
 else
  glOrtho(-4.0,4.0*(GLfloat)w/(GLfloat)h,-4.0,4.0,-8.0,8.0);
 glMatrixMode(GL_MODELVIEW);
 glLoadIdentity();
 glTranslatef(-4.0,0.0,-3.0);
}

int main(int argc,char ** argv)
{
 /*初始化*/
 glutInit(&argc,argv);

 glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH);
 glutInitWindowSize(500,500);
 glutInitWindowPosition(100,200);

 /*创建窗口*/
 glutCreateWindow("display list");

 /*绘制与显示*/
 myInit();
 glutReshapeFunc(myReshape);

 glutDisplayFunc(myDisplay);

 /*进入GLUT事件处理循环*/
 glutMainLoop();

 return(0);
}


 

点击放大此图片
图六:六个彩色的三角形

 

例6:绘制三个使用不同材质的球体。

#include
#include
GLfloat light_position[] = {0.0,3.0,6.0,0.0};
GLfloat no_mat[] = {0.0,0.0,0.0,1.0};
GLfloat mat_grey_ambient[] = {0.5,0.5,0.5,1.0};
GLfloat mat_red_ambient[] = {0.0,0.0,1.0,1.0};
GLfloat mat_diffuse[] = {0.8,0.2,0.5,1.0};
GLfloat mat_specular[] = {1.0,1.0,1.0,1.0};
GLfloat no_shininess[] = {0.0};
GLfloat low_shininess[] = {5.0};
GLfloat high_shininess[] = {100.0};
GLfloat mat_emission[] = {0.3,0.2,0.2,0.0};

void myInit(void)
{
 glLightfv(GL_LIGHT2,GL_POSITION,light_position);//设置光源

 glEnable(GL_DEPTH_TEST);
 glDepthFunc(GL_LESS);//指定深度比较中使用的数值
 glEnable(GL_LIGHTING);
 glEnable(GL_LIGHT0);
 glShadeModel(GL_SMOOTH);
}

void display(void)
{
 glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
 glPushMatrix();
 /*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,high_shininess);
 glMaterialfv(GL_FRONT,GL_EMISSION,no_mat);

 glColorMaterial(GL_FRONT,GL_AMBIENT);//使材质色跟踪当前颜色
 glEnable(GL_COLOR_MATERIAL);

 /*第一个球形*/
 glPushMatrix();
 glColor3fv(no_mat);
 glTranslatef(-2.5,1.5,0.0);
 glRotatef(15.0,1.0,0.0,0.0);
 glutSolidSphere(1.2,20.0,20.0);
 glPopMatrix();

 /*第二个球形*/
 glPushMatrix();
 glColor3fv(mat_grey_ambient);
 glRotatef(15.0,1.0,0.0,0.0);
 glutSolidSphere(1.2,20.0,20.0);
 glPopMatrix();

 /*第三个球形*/
 glPushMatrix();
 glColor3fv(mat_red_ambient);
 glTranslatef(2.5,-1.5,0.0);
 glRotatef(15.0,1.0,0.0,0.0);
 glutSolidSphere(1.2,20.0,20.0);
 glPopMatrix();

 glDisable(GL_COLOR_MATERIAL);
 glPopMatrix();

 glFlush();
}

void myReshape(int w,int h)
{
 glViewport(0,0,(GLsizei)w,(GLsizei)h);
 glMatrixMode(GL_PROJECTION);
 glLoadIdentity();

 if(w <= h)
  glOrtho(-5.5,5.5,-5.5*(GLfloat)h/(GLfloat)w,5.5*(GLfloat)h/(GLfloat)w,-5.5,5.5);
 else
  glOrtho(-5.5*(GLfloat)w/(GLfloat)h,5.5*(GLfloat)w/(GLfloat)h,-5.5,5.5,-5.5,5.5);

 glMatrixMode(GL_MODELVIEW);
 glLoadIdentity();
}

int main(int argc,char ** argv)
{
 /*初始化*/
 glutInit(&argc,argv);
 glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB);
 glutInitWindowSize(400,400);
 glutInitWindowPosition(100,100);

 /*创建窗口*/
 glutCreateWindow(" Light&Material ");

 /*绘制与显示*/
 myInit();
 glutReshapeFunc(myReshape);
 glutDisplayFunc(display);

 glutMainLoop();
 return 0;
}

点击放大此图片

 

 例7:绘制一个简单的二维纹理图,并将该图像映射到一个四边形上。

#include
#include
#define imageWidth 64
#define imageHeight 64
GLubyte image[imageWidth][imageHeight][3];

/*绘制一个简单的二维纹理图*/
void makeImage(void)
{
 int i,j,r,g,b;

 /*根据点的位置设置不同的颜色*/
 for(i = 0;i < imageWidth;i++)
 {
  for(j = 0;j   {
   r = (i*j)%255;
   g = (i*i)%255;
   b = (j*j)%255;

   image[i][j][0] = (GLubyte)r;
   image[i][j][1] = (GLubyte)g;
   image[i][j][2] = (GLubyte)b;
  }
 }
}

void myInit(void)
{
 glClearColor(0.0,0.0,0.0,0.0);

 glEnable(GL_DEPTH_TEST);
 glDepthFunc(GL_LESS);
 makeImage();

 glPixelStorei(GL_UNPACK_ALIGNMENT,1);
 /*指定二维纹理映射*/
 glTexImage2D(GL_TEXTURE_2D,0,3,imageWidth,imageHeight,0,GL_RGB,GL_UNSIGNED_BYTE,&image[0][0][0]);

 /*设置纹理参数*/
 glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP);
 glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP);
 glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
 glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);

 /*设置纹理环境参数*/
 glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_DECAL);

 glEnable(GL_TEXTURE_2D);
 glShadeModel(GL_FLAT);
}

void myDisplay(void)
{
 glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
 /*将纹理映射到四边形上*/
 glBegin(GL_QUADS);
 /*纹理的坐标和四边形顶点的对应*/
 glTexCoord2f(0.0,0.0); glVertex3f(-1.0,1.0,0.0);
 glTexCoord2f(0.0,1.0); glVertex3f(-1.0,-1.0,0.0);
 glTexCoord2f(1.0,1.0); glVertex3f(1.0,-1.0,0.0);
 glTexCoord2f(1.0,0.0); glVertex3f(1.0,1.0,0.0);
 glEnd();

 glFlush();
}

void myReshape(int w,int h)
{
 glViewport(0,0,(GLsizei)w,(GLsizei)h);
 glMatrixMode(GL_PROJECTION);
 glLoadIdentity();
 gluPerspective(80.0,1.0-(GLfloat)w/(GLfloat)h,1.0,30.0);
 glMatrixMode(GL_MODELVIEW);
 glLoadIdentity();
}

int main(int argc,char **argv)
{
 /*初始化*/
 glutInit(&argc,argv);
 glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB);
 glutInitWindowSize(300,300);
 glutInitWindowPosition(200,200);

 /*创建窗口*/
 glutCreateWindow(" Texture ");

 /*绘制与显示*/
 myInit();
 glutReshapeFunc(myReshape);
 glutDisplayFunc(myDisplay);

 glutMainLoop();
 return 0;
}


 

例8:绘制三个互相重叠的矩形,这三个矩形从左到右分别为绿、红、蓝。其中红色、蓝色矩形的透明度分别为50%的透明度,即alpha值为0.5,如图九所示。

#include
#include
void myInit(void)
{
 glClearColor(0.2,0.8,0.8,0.0);//将背景设置为湖蓝色
 glEnable(GL_BLEND);//激活GL_BLEND
 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);//指定像素的数学算法
 glEnable(GL_FLAT);
}

void myDisplay(void)
{
 glClear(GL_COLOR_BUFFER_BIT);

 /*绘制一个绿色的矩形 alpha = 1.0*/
 glColor4f(0.0,1.0,0.0,1.0);

 glBegin(GL_POLYGON);
 glVertex3f(-0.75,0.5,0.0);
 glVertex3f(-0.75,-0.75,0.0);
 glVertex3f(0.5,-0.75,0.0);
 glVertex3f(0.5,0.5,0.0);
 glEnd();

 /*绘制一个红色的矩形 alpha = 0.5*/
 glColor4f(1.0,0.0,0.0,0.5);

 glBegin(GL_POLYGON);
 glVertex3f(-0.25,1.0,0.0);
 glVertex3f(-0.25,-0.25,0.0);
 glVertex3f(1.0,-0.25,0.0);
 glVertex3f(1.0,1.0,0.0);
 glEnd();

 /*绘制一个蓝色的矩形 alpha = 0.5*/
 glColor4f(0.0,0.0,1.0,0.5);

 glBegin(GL_POLYGON);
 glVertex3f(0.25,1.5,0.0);
 glVertex3f(0.25,0.25,0.0);
 glVertex3f(1.5,0.25,0.0);
 glVertex3f(1.5,1.5,0.0);
 glEnd();

 glFlush();
}

void myReshape(int w,int h)
{
 glViewport(0,0,w,h);
 glMatrixMode(GL_PROJECTION);
 glLoadIdentity();

 if(w  glOrtho(-1.5,1.5,-1.5*(GLfloat)h/(GLfloat)w,1.5*(GLfloat)h/(GLfloat)w,-1.5,1.5);
 else
  glOrtho(-1.5*(GLfloat)w/(GLfloat)h,1.5*(GLfloat)w/(GLfloat)h,-1.5,1.5,-1.5,1.5);

 glMatrixMode(GL_MODELVIEW);
 glLoadIdentity();
 glTranslatef(-0.4,0.0,0.0);
}

int main(int argc,char ** argv)
{
 /*初始化*/
 glutInit(&argc,argv);
 glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB);
 glutInitWindowSize(300,400);
 glutInitWindowPosition(200,200);

 /*创建窗口*/
 glutCreateWindow("BLEND POLYGON");

 /*绘制与显示*/
 myInit();
 glutReshapeFunc(myReshape);
 glutDisplayFunc(myDisplay);

 /*进入GLUT事件处理循环*/
 glutMainLoop();
 return(0);
}



图九:三个互相重叠的矩形

 

  例9:绘制一个被雾化的圆锥体,如图十所示,为了观察不同的雾化参数,程序中加入了键盘操作。"shift+1"," shift+2"键分别增加和减弱雾化浓度,"shift+3"设置雾化的起始点和终止点,"shift+4"和"shift+5"键改变雾化方程,"shift+6"将雾化颜色由白改为绿色,如图十一所示。

#include
#include

GLfloat light_ambient[] = {0.1,0.1,0.1,0.0};
GLfloat light_diffuse[] = {1.0,1.0,1.0,0.0};
GLfloat light_specular[] = {1.0,1.0,1.0,0.0};
GLfloat light_position[] = {-10.0,0.0,5.0,0.0};

GLfloat material_ambient[] = {0.1745,0.01175,0.01175};
GLfloat material_diffuse[] = {0.61424,0.04136,0.04136};
GLfloat material_specular[] = {0.727811,0.626959,0.62659};

GLfloat fogColorWhite[] = {1.0,1.0,1.0,1.0};
GLfloat fogColorGreen[] = {0.0,1.0,0.0,1.0};
float fogDensity = 0.02;


void myInit(void)
{
 /*设置背景色*/
 glClearColor(0.5,0.5,0.5,1.0);

 /*设置光照*/
 glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);
 glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse);
 glLightfv(GL_LIGHT0,GL_SPECULAR,light_specular);
 glLightfv(GL_LIGHT0,GL_POSITION,light_position);

 /*设置材质*/
 glMaterialfv(GL_FRONT,GL_AMBIENT,material_ambient);
 glMaterialfv(GL_FRONT,GL_DIFFUSE,material_diffuse);
 glMaterialfv(GL_FRONT,GL_SPECULAR,material_specular);
 glMaterialf(GL_FRONT,GL_SHININESS,0.6*128);

 glShadeModel(GL_SMOOTH);

 glEnable(GL_DEPTH_TEST);
 glDepthFunc(GL_LESS);
 glEnable(GL_LIGHTING);
 glEnable(GL_LIGHT0);
 glEnable(GL_AUTO_NORMAL);
 glEnable(GL_NORMALIZE);
 glFrontFace(GL_CW);

 /*设置雾化*/
 glEnable(GL_FOG);
 glFogi(GL_FOG_MODE,GL_LINEAR);
 glFogfv(GL_FOG_COLOR,fogColorWhite);
 glFogf(GL_FOG_DENSITY,fogDensity);
 glFogf(GL_FOG_START,0.0);
 glFogf(GL_FOG_END,15.0);

 glHint(GL_FOG_HINT,GL_DONT_CARE);
}

/*根据不同的键值设置不同的雾化效果*/
static void myKey(unsigned char key,int x,int y)
{
 switch(key)
 {
  case 33: //shift+1
   fogDensity *= 1.10;
   glFogi(GL_FOG_MODE,GL_EXP);
   glFogf(GL_FOG_DENSITY,fogDensity);
   glutPostRedisplay();
   break;

  case 64: //shift+2
   fogDensity /= 1.10;
   glFogi(GL_FOG_MODE,GL_EXP);
   glFogf(GL_FOG_DENSITY,fogDensity);
   glutPostRedisplay();
   break;

  case 35: //shift+3
   glFogi(GL_FOG_START,0.0);
   glFogi(GL_FOG_END,8.0);
   glutPostRedisplay();
   break;

  case 36: //shift+4
   glFogi(GL_FOG_MODE,GL_EXP2);
   glutPostRedisplay();
   break;

  case 37: //shift+5
   glFogi(GL_FOG_MODE,GL_LINEAR);
   glutPostRedisplay();
   break;

  case 94: //shift+6
   glFogfv(GL_FOG_COLOR,fogColorGreen);
   glutPostRedisplay();
   break;

  case 27: //Esc
   exit(0);

  default:
   break;
 }
}

/*绘制圆锥体*/
void myDisplay(void)
{
 glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

 glPushMatrix();
 glTranslatef(-4.0,4.0,0.0);
 glRotatef(30.0,1.0,1.0,0.0);
 glutSolidCone(1.0,50.0,20.0,20.0);
 glPopMatrix();
 glutSwapBuffers();
}

void myReshape(int w,int h)
{
 glViewport(0,0,(GLsizei)w,(GLsizei)h);
 glMatrixMode(GL_PROJECTION);
 glLoadIdentity();
 gluPerspective(100.0,1.0,1.0,20.0);
 glMatrixMode(GL_MODELVIEW);
 glLoadIdentity();
 glTranslatef(0.0,0.0,-15.5);
}

int main(int argc,char ** argv)
{
 /*初始化*/
 glutInit(&argc,argv);
 glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH);
 glutInitWindowSize(300,300);
 glutInitWindowPosition(100,100);

 /*创建窗口*/
 glutCreateWindow(" FOG ");

 /*绘制与显示*/
 myInit();
 glutKeyboardFunc(myKey);
 glutReshapeFunc(myReshape);
 glutDisplayFunc(myDisplay);

 /*进入GLUT事件处理循环*/
 glutMainLoop();
 return 0;
}



图十:被雾化的圆锥体

 

 

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