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名师互学网 > IT > 软件开发 > 后端开发 > C/C++/C#

[C++] [OpenGL] 基于FreeGLUT固定渲染管线OpenGL的简单示例

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[C++] [OpenGL] 基于FreeGLUT固定渲染管线OpenGL的简单示例

代码
#include 
#include 
#include 
#include 

std::vector subWindows;
clock_t last;

void display();
void idle();
void lighting();
void keyboard(unsigned char key, int x, int y);

int main(int argc, char* argv[])
{
	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
	glutInitWindowSize(500, 500);
	glutCreateWindow("GLUT");
	glutDisplayFunc(display);
	glutIdleFunc(idle);
	glutKeyboardFunc(keyboard);
	glutFullScreen();

	int width = GetSystemMetrics(SM_CXFULLSCREEN);
	int height = GetSystemMetrics(SM_CYFULLSCREEN);
	int w_num = 16;
	int h_num = 16;
	int sw_w = width / w_num;
	int sw_h = height / h_num;
	int mw = glutGetWindow();
	for (int i = 0; i < h_num; i++)
	{
		for (int j = 0; j < w_num; j++)
		{
			int sw = glutCreateSubWindow(mw, j * sw_w, i * sw_h, sw_w, sw_h);
			glutDisplayFunc(display);
			glutKeyboardFunc(keyboard);
			subWindows.push_back(sw);
		}
	}
	
	last = clock();

	glutMainLoop();
	return 0;
}

float angle = 0;
int nw = -1;
void display()
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(120, 1, 0.1, 100);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	gluLookAt(0, 0, 1, 0, 0, 0, 0, 1, 0);

	lighting();

	glRotatef(angle + nw, 1, 1, 0);
	glutSolidCube(1);
	glutSolidOctahedron();

	angle += 0.01f;
	glutSwapBuffers();
}

void idle()
{
	nw = -1;
	display();
	for (int i = 0; i < subWindows.size(); i++)
	{
		nw = i;
		glutPostWindowRedisplay(subWindows.at(i));
	}
	
	clock_t now = clock();
	clock_t delta = now - last;
	last = now;
	std::cout << "FPS:" << float(CLOCKS_PER_SEC) / float(delta) << std::endl;
}

void lighting()
{
	float la[] = {0.1f, 0.1f, 0.1f, 1.0f};
	float ld[] = {1.0f, 1.0f, 1.0f, 1.0f};
	float ls[] = {1.0f, 1.0f, 1.0f, 1.0f};
	float lp[] = {0.0f, 0.0f, 2.0f, 1.0f};

	float ma[] = {0.0f, 0.0f, 0.1f, 1.0f};
	float md[] = {0.0f, 0.0f, 0.6f, 1.0f};
	float ms[] = {0.0f, 0.0f, 1.0f, 1.0f};

	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT0);
	glEnable(GL_COLOR_MATERIAL);
	glEnable(GL_DEPTH_TEST);

	glLightfv(GL_LIGHT0, GL_AMBIENT, la);
	glLightfv(GL_LIGHT0, GL_DIFFUSE, ld);
	glLightfv(GL_LIGHT0, GL_SPECULAR, ls);
	glLightfv(GL_LIGHT0, GL_POSITION, lp);

	glMaterialfv(GL_FRONT, GL_AMBIENT, ma);
	glMaterialfv(GL_FRONT, GL_DIFFUSE, md);
	glMaterialfv(GL_FRONT, GL_SPECULAR, ms);
	glMaterialf(GL_FRONT, GL_SHININESS, 1);
}

void keyboard(unsigned char key, int x, int y)
{
	switch (key)
	{
		case 27:
			exit(0);
			break;
	}
}
运行结果

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