OpenGL 二維向量(glVertex2f) 與 三維向量(glVertex3f) Ch002
1.二維向量(glVertex2f)
說明: 二維向量就是指只有X軸跟Y軸
glVertex2f(X軸,Y軸) ;
程式碼:
#include <GL/glut.h>
#include <stdlib.h>
#include <GL/glut.h>
#include <GL/glu.h>
void display()
{
glClear(GL_COLOR_BUFFER_BIT);
glBegin(GL_QUADS) ;
glVertex2f(-0.5,-0.5) ;
glVertex2f(-0.5,0.5) ;
glVertex2f(0.5,0.5) ;
glVertex2f(0.5,-0.5) ;
glEnd() ;
glFlush();
}
/* Program entry point */
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize(500, 500);
glutCreateWindow("OpenGL");
glutDisplayFunc( display );
glutMainLoop();
return 0;
}
執行後的圖:
2.三維向量(glVertex3f)
說明: 三維向量就是指只有X軸跟Y軸跟Z軸
glVertex3f(X軸,Y軸,Z軸);
Code:
#include <GL/glut.h>
#include <stdlib.h>
static GLfloat xRot = 45.0f;
static GLfloat yRot = 45.0f;
void RenderScene(void)
{
//清除
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//保存矩陣
glPushMatrix();
//旋轉
glRotatef(xRot, 1.0f, 0.0f, 0.0f);
glRotatef(yRot, 0.0f, 1.0f, 0.0f);
glBegin(GL_QUADS);
glVertex3f(50.0f,50.0f,50.0f);
glVertex3f(50.0f,-50.0f,50.0f);
glVertex3f(-50.0f,-50.0f,50.0f);
glVertex3f(-50.0f,50.0f,50.0f);
glVertex3f(50.0f,50.0f,-50.0f);
glVertex3f(50.0f,-50.0f,-50.0f);
glVertex3f(-50.0f,-50.0f,-50.0f);
glVertex3f(-50.0f,50.0f,-50.0f);
glVertex3f(50.0f,50.0f,-50.0f);
glVertex3f(50.0f,50.0f,50.0f);
glVertex3f(-50.0f,50.0f,50.0f);
glVertex3f(-50.0f,50.0f,-50.0f);
glVertex3f(50.0f,-50.0f,-50.0f);
glVertex3f(50.0f,-50.0f,50.0f);
glVertex3f(-50.0f,-50.0f,50.0f);
glVertex3f(-50.0f,-50.0f,-50.0f);
glVertex3f(50.0f,50.0f,50.0f);
glVertex3f(50.0f,50.0f,-50.0f);
glVertex3f(50.0f,-50.0f,-50.0f);
glVertex3f(50.0f,-50.0f,50.0f);
glVertex3f(-50.0f,50.0f,50.0f);
glVertex3f(-50.0f,50.0f,-50.0f);
glVertex3f(-50.0f,-50.0f,-50.0f);
glVertex3f(-50.0f,-50.0f,50.0f);
glEnd();
glPopMatrix();
glutSwapBuffers();
}
void SetupRC()
{
glClearColor(0.0f, 0.0f, 0.0f, 1.0f );
glEnable(GL_DEPTH_TEST);
glEnable(GL_DITHER);
glShadeModel(GL_SMOOTH);
}
void SpecialKeys(int key, int x, int y)
{
if(key == GLUT_KEY_UP)
xRot-= 5.0f;
if(key == GLUT_KEY_DOWN)
xRot += 5.0f;
if(key == GLUT_KEY_LEFT)
yRot -= 5.0f;
if(key == GLUT_KEY_RIGHT)
yRot += 5.0f;
if(key > 356.0f)
xRot = 0.0f;
if(key < -1.0f)
xRot = 355.0f;
if(key > 356.0f)
yRot = 0.0f;
if(key < -1.0f)
yRot = 355.0f;
// Refresh the Window
glutPostRedisplay();
}
void ChangeSize(int w, int h)
{
GLfloat fAspect;
if(h == 0)
h = 1;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
fAspect = (GLfloat)w / (GLfloat)h;
gluPerspective(35.0f, fAspect, 1.0f, 1000.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -400.0f);
}
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(800,600);
glutCreateWindow("RGB Cube");
glutReshapeFunc(ChangeSize);
glutSpecialFunc(SpecialKeys);
glutDisplayFunc(RenderScene);
SetupRC();
glutMainLoop();
return 0;
}
執行出來的圖: (故加線條讓使用者比較方便明白)
解說:因為用GL_QUADS,可以參考上一張的圖,這個用意
看一定很奇怪 明明圖只有八個角度,為什麼設定的參數有24個,
以下圖片一一為大家說明
glVertex3f(50.0f,50.0f,50.0f);
glVertex3f(50.0f,-50.0f,50.0f);
glVertex3f(-50.0f,-50.0f,50.0f);
glVertex3f(-50.0f,50.0f,50.0f);
glVertex3f(50.0f,50.0f,-50.0f);
glVertex3f(50.0f,-50.0f,-50.0f);
glVertex3f(-50.0f,-50.0f,-50.0f);
glVertex3f(-50.0f,50.0f,-50.0f);
glVertex3f(50.0f,50.0f,-50.0f);
glVertex3f(50.0f,50.0f,50.0f);
glVertex3f(-50.0f,50.0f,50.0f);
glVertex3f(-50.0f,50.0f,-50.0f);
glVertex3f(50.0f,-50.0f,-50.0f);
glVertex3f(50.0f,-50.0f,50.0f);
glVertex3f(-50.0f,-50.0f,50.0f);
glVertex3f(-50.0f,-50.0f,-50.0f);
glVertex3f(50.0f,50.0f,50.0f);
glVertex3f(50.0f,50.0f,-50.0f);
glVertex3f(50.0f,-50.0f,-50.0f);
glVertex3f(50.0f,-50.0f,50.0f);
glVertex3f(-50.0f,50.0f,50.0f);
glVertex3f(-50.0f,50.0f,-50.0f);
glVertex3f(-50.0f,-50.0f,-50.0f);
glVertex3f(-50.0f,-50.0f,50.0f);
首先紅色部分CODE執行 (有加入X跟Y跟Z做標指示方便了解)
glVertex3f(50.0f,50.0f,50.0f);
glVertex3f(50.0f,-50.0f,50.0f);
glVertex3f(-50.0f,-50.0f,50.0f);
glVertex3f(-50.0f,50.0f,50.0f);
glVertex3f(50.0f,50.0f,-50.0f);
glVertex3f(50.0f,-50.0f,-50.0f);
glVertex3f(-50.0f,-50.0f,-50.0f);
glVertex3f(-50.0f,50.0f,-50.0f);
首先藍色部分CODE執行 (有加入X跟Y跟Z做標指示方便了解)
glVertex3f(50.0f,50.0f,-50.0f);
glVertex3f(50.0f,50.0f,50.0f);
glVertex3f(-50.0f,50.0f,50.0f);
glVertex3f(-50.0f,50.0f,-50.0f);
glVertex3f(50.0f,-50.0f,-50.0f);
glVertex3f(50.0f,-50.0f,50.0f);
glVertex3f(-50.0f,-50.0f,50.0f);
glVertex3f(-50.0f,-50.0f,-50.0f);
首先綠色部分CODE執行 (有加入X跟Y跟Z做標指示方便了解)
glVertex3f(50.0f,50.0f,50.0f);
glVertex3f(50.0f,50.0f,-50.0f);
glVertex3f(50.0f,-50.0f,-50.0f);
glVertex3f(50.0f,-50.0f,50.0f);
glVertex3f(-50.0f,50.0f,50.0f);
glVertex3f(-50.0f,50.0f,-50.0f);
glVertex3f(-50.0f,-50.0f,-50.0f);
glVertex3f(-50.0f,-50.0f,50.0f);
所以才組成
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