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图形学实例笑脸
#include stdafx.h
#includewindows.h
#includegl/glut.h
int r=130;
void init(void) {
GLfloat mat_specular[]={1.0,1.0,1.0,1.0};//定义了一维数组
GLfloat mat_shininess[]={1};
GLfloat light_position[]={1.0,0.0,0.0,0.0};//位置
GLfloat white_light[]={10.0,-30.0,28.0,0.0};//镜面反射的光泽度
glClearColor(0.0,0.0,0.0,0.0);
glShadeModel(GL_SMOOTH);
glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);//材质 浮点型
glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess);
glLightfv(GL_LIGHT0,GL_POSITION,light_position);
glLightfv(GL_LIGHT0,GL_DIFFUSE,white_light);
glLightfv(GL_LIGHT0,GL_SPECULAR,white_light);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
}
void lian(int x,int y)
{
glPointSize(3);
glColor3f(1.0,1.0,0.0);
glBegin(GL_POLYGON);
glVertex2i(x,y);
glVertex2i(-x,y);
glVertex2i(x,-y);
glVertex2i(-x,-y);
glVertex2i(y,x);
glVertex2i(-y,x);
glVertex2i(y,-x);
glVertex2i(-y,-x);
glEnd();
}
void xian(int x,int y)
{
glPointSize(3);
glBegin(GL_POINTS);
glColor3f(1.0,0.0,0.0);
glVertex2i(x,y);
glVertex2i(-x,y);
if(r==130)
{
glVertex2i(x,-y);
glVertex2i(-x,-y);
glVertex2i(y,x);
glVertex2i(-y,x);
glVertex2i(y,-x);
glVertex2i(-y,-x);
}
glEnd();
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT);
glBegin(GL_POINTS);
int x=0,y=r,p=1-r;
while(x=y)
{
lian(x,y);
xian(x,y);
if(p0)
p=p+2*x+3;
else
{
p=p+2*(x-y)+5;
y--;
}
x++;
}
r=100;
x=0;y=r;p=1-r;
while(x=y)
{
xian(x,-y+25);
if(p0)
p=p+2*x+3;
else
{
p=p+2*(x-y)+5;
y--;
}
x++;
}
r=50;
x=0;y=r;p=1-r;
while(x=y)
{
xian(x-50,y);
xian(x+50,y);
if(p0)
p=p+2*x+3;
else
{
p=p+2*(x-y)+5;
y--;
}
x++;
}
glEnd();
glFlush();
}
void reshape(int w,int h)
{
/**
把视景体截取的图像按照怎样的高和宽显示到屏幕上,
**/
glViewport(0.0,0.0,(GLsizei)w,(GLsizei)h);
/**
glMatrixMode指定哪一个矩阵是当前矩阵
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