Opengl 和 C++ 绘制多个立方体
Opengl and c++ drawing multiple cubes
所以我可以画一个立方体,但是我想画多个立方体,我不知道怎么画。你们能帮帮我吗?
这是我如何绘制立方体的代码:
#include <GL/freeglut.h>
#include <stdlib.h>
void initGL(int width, int height)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,2.0f,100.0f);
glMatrixMode(GL_MODELVIEW);
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
glEnable(GL_LIGHT0);glEnable(GL_LIGHTING);
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);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,2.0f,100.0f);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_CULL_FACE);glCullFace(GL_BACK);
}
static void display(void)
{
glLoadIdentity();
glPushMatrix();
glTranslatef(0.0,0.0,-10);
glRotatef(60,1,0,0);
glRotatef(60,0,1,0);
glutSolidCube(2);
glLoadIdentity();
glTranslatef(0.0,0.0,-10);
glRotatef(60,1,0,0);
glRotatef(60,0,1,0);
glutSolidCube(2);
glPopMatrix();
glFlush();
}
static void idle(void)
{
glutPostRedisplay();
}
int main(int argc, char *argv[])
{
int width = 640;
int height = 480;
glutInit(&argc, argv);
glutInitWindowSize(width,height);
glutInitWindowPosition(10,10);
glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE);
glutCreateWindow("Lab 1: Hello OpenGL World !");
glutDisplayFunc(display);
glutIdleFunc(idle);
initGL(width, height);
glutMainLoop();
return EXIT_SUCCESS;
}
我需要像我正在绘制的那样绘制多个立方体。我尝试使用 for 但我今天才开始使用 opengl,不知道自己在做什么。我尝试了很多事情并且非常恼火。你也推荐什么书吗?
glPushMatrix();
glTranslatef(0.0,0.0,-10);
glRotatef(60,1,0,0);
glRotatef(60,0,1,0);
glutSolidCube(2);
glLoadIdentity();
glTranslatef(0.0,0.0,-10);
glRotatef(60,1,0,0);
glRotatef(60,0,1,0);
glutSolidCube(2);
glPopMatrix();
你好像在同一个位置画了两个立方体,所以第二个立方体画在第一个上面,试试把代码改成
glPushMatrix();
glTranslatef(2,0.0,-10);
glRotatef(60,1,0,0);
glRotatef(60,0,1,0);
glutSolidCube(2);
glLoadIdentity();
glTranslatef(0.0,0.0,-10);
glRotatef(60,1,0,0);
glRotatef(60,0,1,0);
glutSolidCube(2);
glPopMatrix();
"I just started opengl today"
完全理解 OpenGL 需要一段时间,但如果您查阅了您的研究 material,您应该会发现代码中的一些错误。
您需要定义一个 glutReshapeFunc
函数:没有这个函数,您的 视口是未定义的 。 @KevinSpaghetti 也对你的 glutDisplayFunc
有一个错误:所有立方体都绘制在同一位置 并且未指定 模型视图矩阵。
这是实际有效的代码。
#include <GL/glew.h>
#include <GL/freeglut.h>
#include <iostream>
/*******************************************************************************
********************************************************************************
********************************************************************************/
struct { int width = 640; int height = 480; } window;
/*******************************************************************************
********************************************************************************
********************************************************************************/
void resize(int width, int height)
{
glViewport(0, 0, (window.width = width), (window.height = height));
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, ((GLdouble)window.width / window.height), 2, 100);
glMatrixMode(GL_MODELVIEW);
}
/*******************************************************************************
********************************************************************************
********************************************************************************/
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0, 0, 30, 0, 0, 0, 0, 1, 0);
glRotatef(-30, 0, 1, 0); // <----- rotate entire scene by 30 degrees
glColor3f(0.5f, 0.0f, 0.0f);
for (int i = 0; i < 3; ++i) // <----- draw three cubes
{
glPushMatrix();
glRotatef(60, 1.0, 0.0, 0.0);
glRotatef(60, 0.0, 0.1, 0.0);
glutSolidCube(5);
glPopMatrix();
glTranslatef(0.0, 0.0, -10.0f);
}
glFlush();
}
/*******************************************************************************
********************************************************************************
********************************************************************************/
void initGL(void)
{
glClearColor(0.8f, 0.8f, 0.8f, 1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
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);
glEnable(GL_COLOR_MATERIAL);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
}
/*******************************************************************************
********************************************************************************
********************************************************************************/
int main(int argc, char *argv[])
{
//.....................
glutInit(&argc, argv);
glutInitContextFlags(GLUT_FORWARD_COMPATIBLE);
glutInitContextProfile(GLUT_COMPATIBILITY_PROFILE);
glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
glutInitWindowSize(window.width, window.height);
glutInitWindowPosition(10, 10);
glutInitDisplayMode(GLUT_DEPTH | GLUT_RGB | GLUT_SINGLE);
glutCreateWindow("Lab 1: Hello OpenGL World !");
if (glewInit() != GLEW_OK) exit(EXIT_FAILURE);
glutReshapeFunc(resize);
glutDisplayFunc(display);
initGL();
glutMainLoop();
std::cout << "...it worked!";
//.....................
return 0;
}
我会推荐:OpenGL Programming Guide。它是旧的 OpenGl 但仍然相关。
所以我可以画一个立方体,但是我想画多个立方体,我不知道怎么画。你们能帮帮我吗? 这是我如何绘制立方体的代码:
#include <GL/freeglut.h>
#include <stdlib.h>
void initGL(int width, int height)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,2.0f,100.0f);
glMatrixMode(GL_MODELVIEW);
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
glEnable(GL_LIGHT0);glEnable(GL_LIGHTING);
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);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,2.0f,100.0f);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_CULL_FACE);glCullFace(GL_BACK);
}
static void display(void)
{
glLoadIdentity();
glPushMatrix();
glTranslatef(0.0,0.0,-10);
glRotatef(60,1,0,0);
glRotatef(60,0,1,0);
glutSolidCube(2);
glLoadIdentity();
glTranslatef(0.0,0.0,-10);
glRotatef(60,1,0,0);
glRotatef(60,0,1,0);
glutSolidCube(2);
glPopMatrix();
glFlush();
}
static void idle(void)
{
glutPostRedisplay();
}
int main(int argc, char *argv[])
{
int width = 640;
int height = 480;
glutInit(&argc, argv);
glutInitWindowSize(width,height);
glutInitWindowPosition(10,10);
glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE);
glutCreateWindow("Lab 1: Hello OpenGL World !");
glutDisplayFunc(display);
glutIdleFunc(idle);
initGL(width, height);
glutMainLoop();
return EXIT_SUCCESS;
}
我需要像我正在绘制的那样绘制多个立方体。我尝试使用 for 但我今天才开始使用 opengl,不知道自己在做什么。我尝试了很多事情并且非常恼火。你也推荐什么书吗?
glPushMatrix();
glTranslatef(0.0,0.0,-10);
glRotatef(60,1,0,0);
glRotatef(60,0,1,0);
glutSolidCube(2);
glLoadIdentity();
glTranslatef(0.0,0.0,-10);
glRotatef(60,1,0,0);
glRotatef(60,0,1,0);
glutSolidCube(2);
glPopMatrix();
你好像在同一个位置画了两个立方体,所以第二个立方体画在第一个上面,试试把代码改成
glPushMatrix();
glTranslatef(2,0.0,-10);
glRotatef(60,1,0,0);
glRotatef(60,0,1,0);
glutSolidCube(2);
glLoadIdentity();
glTranslatef(0.0,0.0,-10);
glRotatef(60,1,0,0);
glRotatef(60,0,1,0);
glutSolidCube(2);
glPopMatrix();
"I just started opengl today"
完全理解 OpenGL 需要一段时间,但如果您查阅了您的研究 material,您应该会发现代码中的一些错误。
您需要定义一个 glutReshapeFunc
函数:没有这个函数,您的 视口是未定义的 。 @KevinSpaghetti 也对你的 glutDisplayFunc
有一个错误:所有立方体都绘制在同一位置 并且未指定 模型视图矩阵。
这是实际有效的代码。
#include <GL/glew.h>
#include <GL/freeglut.h>
#include <iostream>
/*******************************************************************************
********************************************************************************
********************************************************************************/
struct { int width = 640; int height = 480; } window;
/*******************************************************************************
********************************************************************************
********************************************************************************/
void resize(int width, int height)
{
glViewport(0, 0, (window.width = width), (window.height = height));
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, ((GLdouble)window.width / window.height), 2, 100);
glMatrixMode(GL_MODELVIEW);
}
/*******************************************************************************
********************************************************************************
********************************************************************************/
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0, 0, 30, 0, 0, 0, 0, 1, 0);
glRotatef(-30, 0, 1, 0); // <----- rotate entire scene by 30 degrees
glColor3f(0.5f, 0.0f, 0.0f);
for (int i = 0; i < 3; ++i) // <----- draw three cubes
{
glPushMatrix();
glRotatef(60, 1.0, 0.0, 0.0);
glRotatef(60, 0.0, 0.1, 0.0);
glutSolidCube(5);
glPopMatrix();
glTranslatef(0.0, 0.0, -10.0f);
}
glFlush();
}
/*******************************************************************************
********************************************************************************
********************************************************************************/
void initGL(void)
{
glClearColor(0.8f, 0.8f, 0.8f, 1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
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);
glEnable(GL_COLOR_MATERIAL);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
}
/*******************************************************************************
********************************************************************************
********************************************************************************/
int main(int argc, char *argv[])
{
//.....................
glutInit(&argc, argv);
glutInitContextFlags(GLUT_FORWARD_COMPATIBLE);
glutInitContextProfile(GLUT_COMPATIBILITY_PROFILE);
glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
glutInitWindowSize(window.width, window.height);
glutInitWindowPosition(10, 10);
glutInitDisplayMode(GLUT_DEPTH | GLUT_RGB | GLUT_SINGLE);
glutCreateWindow("Lab 1: Hello OpenGL World !");
if (glewInit() != GLEW_OK) exit(EXIT_FAILURE);
glutReshapeFunc(resize);
glutDisplayFunc(display);
initGL();
glutMainLoop();
std::cout << "...it worked!";
//.....................
return 0;
}
我会推荐:OpenGL Programming Guide。它是旧的 OpenGl 但仍然相关。