openGL是一個強大的底層圖形庫,其命令最初的時候使用C語言實現的。openGL定義了一個圖形程序接口,常用於制作處理三維圖像,功能強大,調用方便,在圖像處理十分受歡迎。
實現圖形主要使用的是openGL的一個工具包:GLUT。
GLUT (pronounced like the glut in gluttony) is the OpenGL Utility Toolkit, a window system independent toolkit for writing OpenGL programs. It implements a simple windowing application programming interface (API) for OpenGL.
GLUT is designed for constructing small to medium sized OpenGL programs. While GLUT is well-suited to learning OpenGL and developing simple OpenGL applications, GLUT is not a full-featured toolkit so large applications requiring sophisticated user interfaces are better off using native window system toolkits like Motif. GLUT is simple, easy, and small.
GLUT對於大型的項目來說可能功能不全,它主要針對一些中小型的openGL項目而設計。
1.實現二維圖像相對簡單些,直接下代碼:
#include <GL/glut.h>
void Rectangle(void) {
//gl開頭的函數為openGL的標准函數
//(使用當前緩沖區的值來)清除指定的緩沖區
glClear(GL_COLOR_BUFFER_BIT);
//畫矩形
//glRectf(-0.5f, -0.5f, 0.5f, 0.5f);
//畫直線
glBegin(GL_LINES);
glVertex2f(0.5f, 0.5f);
glVertex2f(-0.5f, -0.5f);
glEnd();
//刷新緩沖,保證繪圖命令能被執行
glFlush();
}
int main(int argc, char *argv[]) {
//初始化GLUT library
glutInit(&argc, argv);
//對窗口的大小進行初始化
glutInitWindowSize(300, 300);
// 設置窗口出現的位置
//glutInitWindowPosition(int x, int y);
//初始化程序展示模式
glutInitDisplayMode(GLUT_RGBA);
glutCreateWindow("project of openGL");
//win: 指定子窗口的父窗口
//glutCreateSubWindow(int win, int x, int y, int width, int height);
//為當前窗口設置函數回調,用於畫圖
glutDisplayFunc(&Rectangle);
//進行glut事件循環,否則看不到圖形效果(一閃而過)
glutMainLoop();
return 0;
}
實現效果:
也可以在窗口中畫一個圓:
#include <math.h>
GLfloat r = 0.5f; GLfloat PI = 3.141592653f; int pre = 30; glBegin(GL_POLYGON);//畫多邊形 for (int i = 0; i < pre; i++) { glVertex2f(r * cos(2 * PI*i / pre), r * sin(2 * PI*i / pre)); } glEnd();
實際上這個圓並不是圓,而是多邊形的近似。GL_POLYGON用於繪制多邊形,邊數達到一定程度,顯示出來的形狀近似於圓。

2.接下來來實現三維圖像Cube。
三維變換:
模型視圖變換(GL_MODELVIEW):從“相對移動”的觀點來看,改變觀察點的位置與方向和改變物體本身的位置與方向具有等效性。
透視投影變換(GL_PROJECTION):定義一個可視空間,可視空間以外的物體不會被繪制到屏幕上。
視口變換(glViewPort):通常情況下,程序默認像素填充整個窗口,通過視口變換設置像素在窗口上的填充情況。
每次對物體進行變換的時候,都需要先設置當前操作的矩陣為某種變換的矩陣,在進行變換之前還需要將矩陣轉換為單位矩陣才能進行操作。
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
完整代碼:
#include <GL/glut.h>
#include <math.h>
void setCube(void) {
glClearColor(1.0, 1.0, 1.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(0, 0, 0);//設置黑色
glLoadIdentity();//加載單位矩陣
gluLookAt(6, 0, 2.5, 0, 0, 0, 1, 1, 0);
//前三個參數設置觀察者的觀察位置,中三個參數設置觀察點的位置,后三個參數設置觀察者的觀察方向
glLineWidth(2.0f);//設置邊的像素寬,默認為1.0f
glutWireCube(2.0);
glFlush();
}
void drawCube(void) {
glClearColor(1.0, 1.0, 1.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
gluLookAt(4, 0, 1.5, 0, 0, 0, 1, 1, 0);
//繪制正方體的面
glColor3f(0, 1, 0);
glBegin(GL_QUADS);
//---1---
glNormal3f(-1, 0, 0);//設置點的法向量
glVertex3f(0.5, 0.5, 0.5);
glVertex3f(0.5, -0.5, 0.5);
glVertex3f(0.5, -0.5, -0.5);
glVertex3f(0.5, 0.5, -0.5);
//---2---
glNormal3f(-1, 0, 0);
glVertex3f(-0.5, 0.5, 0.5);
glVertex3f(-0.5, -0.5, 0.5);
glVertex3f(-0.5, -0.5, -0.5);
glVertex3f(-0.5, 0.5, -0.5);
//---3---
glNormal3f(0, 1, 0);
glVertex3f(0.5, 0.5, 0.5);
glVertex3f(-0.5, 0.5, 0.5);
glVertex3f(-0.5, 0.5, -0.5);
glVertex3f(0.5, 0.5, -0.5);
//---4---
glNormal3f(0, -1, 0);
glVertex3f(0.5, -0.5, 0.5);
glVertex3f(-0.5, -0.5, 0.5);
glVertex3f(-0.5, -0.5, -0.5);
glVertex3f(0.5, -0.5, -0.5);
//---5---
glNormal3f(0, 0, 1);
glVertex3f(0.5, 0.5, 0.5);
glVertex3f(-0.5, 0.5, 0.5);
glVertex3f(-0.5, -0.5, 0.5);
glVertex3f(0.5, -0.5, 0.5);
//---6---
glNormal3f(0, 0, -1);
glVertex3f(0.5, 0.5, 0.5);
glVertex3f(-0.5, 0.5, 0.5);
glVertex3f(-0.5, -0.5, 0.5);
glVertex3f(0.5, -0.5, 0.5);
glEnd();
//draw
glColor3f(0, 0, 0);
glLineWidth(2.0f);
//繪制正方體的邊
glBegin(GL_LINES);
//---1---
glVertex3f(0.5, 0.5, 0.5);
glVertex3f(-0.5, 0.5, 0.5);
glVertex3f(-0.5, 0.5, 0.5);
glVertex3f(-0.5, -0.5, 0.5);
glVertex3f(-0.5, -0.5, 0.5);
glVertex3f(0.5, -0.5, 0.5);
glVertex3f(0.5, -0.5, 0.5);
glVertex3f(0.5, 0.5, 0.5);
//---2---
glVertex3f(0.5, 0.5, -0.5);
glVertex3f(-0.5, 0.5, -0.5);
glVertex3f(-0.5, 0.5, -0.5);
glVertex3f(-0.5, -0.5, -0.5);
glVertex3f(-0.5, -0.5, -0.5);
glVertex3f(0.5, -0.5, -0.5);
glVertex3f(0.5, -0.5, -0.5);
glVertex3f(0.5, 0.5, -0.5);
//---3---
glVertex3f(0.5, 0.5, 0.5);
glVertex3f(0.5, -0.5, 0.5);
glVertex3f(0.5, -0.5, 0.5);
glVertex3f(0.5, -0.5, -0.5);
glVertex3f(0.5, -0.5, -0.5);
glVertex3f(0.5, 0.5, -0.5);
glVertex3f(0.5, 0.5, -0.5);
glVertex3f(0.5, 0.5, 0.5);
//---4---
glVertex3f(-0.5, 0.5, 0.5);
glVertex3f(-0.5, -0.5, 0.5);
glVertex3f(-0.5, -0.5, 0.5);
glVertex3f(-0.5, -0.5, -0.5);
glVertex3f(-0.5, -0.5, -0.5);
glVertex3f(-0.5, 0.5, -0.5);
glVertex3f(-0.5, 0.5, -0.5);
glVertex3f(-0.5, 0.5, 0.5);
glEnd();
glFlush();
}
void threeD(int w, int h) {
glViewport(0, 0, (GLsizei)w, (GLsizei)h);//調整視圖窗口大小
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1.0, 1.0, -1.0, 1.0, 2.0, 10.0);
glMatrixMode(GL_MODELVIEW);
}
int main(int argc, char *argv[]) {
//初始化GLUT library
glutInit(&argc, argv);
//對窗口的大小進行初始化
glutInitWindowSize(500, 500);
// 設置窗口出現的位置
//glutInitWindowPosition(int x, int y);
//初始化程序展示模式
glutInitDisplayMode(GLUT_RGBA);
glutCreateWindow("project of openGL");
//為當前窗口設置函數回調,用於畫圖
glutDisplayFunc(drawCube);
//窗口改變時的函數
glutReshapeFunc(threeD);
glutMainLoop();
return 0;
}
可以調用openGL的glutWireCube(GLFloat size)來繪制立體正方形,如setCube函數。
我想要實現帶有黑色邊緣的綠色正方體,必須對正方體進行繪制,如drawCube函數。
實現效果:


