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OpenGL编程轻松入门之二次几何体2006-05-2210:10作者:黄燕出处:天极开发责任编辑:方舟这一章我们讲一下二次几何物体的绘制。二次几何物体的绘制有几种不同的方式,在本例中可以看出不同的绘制方式的不同效果,如图十五所示。例13:本例使用GLU库函数绘制了四个几何物体,分别为圆柱体、球体、圆盘和部分圆盘。#include<windows.h>#include<GL/glut.h>#include<math.h>/*声明四个二次曲面物体*/GLUquadricObj*quadObj1;GLUquadricObj*quadObj2;GLUquadricObj*quadObj3;GLUquadricObj*quadObj4;staticfloatlight_ambient[]={0.1,0.1,0.1,1.0};staticfloatlight_diffuse[]={0.5,1.0,1.0,1.0};staticfloatlight_position[]={90.0,90.0,150.0,0.0};staticfloatfront_mat_shininess[]={60.0};staticfloatfront_mat_specular[]={0.2,0.2,0.2,1.0};staticfloatfront_mat_diffuse[]={0.5,0.5,0.28,1.0};staticfloatback_mat_shininess[]={60.0};staticfloatback_mat_specular[]={0.5,0.5,0.2,1.0};staticfloatback_mat_diffuse[]={1.0,0.9,0.2,1.0};staticfloatImodel_ambient[]={1.0,1.0,1.0,1.0};staticfloatImodel_twoside[]={GL_TRUE};staticfloatImodel_oneside[]={GL_FALSE};voidmyInit(void){/*设置背景色*/glClearColor(1.0,1.0,1.0,1.0);glEnable(GL_DEPTH_TEST);glDepthFunc(GL_LEQUAL);/*设置光照*/glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse);glLightfv(GL_LIGHT0,GL_POSITION,light_position);/*设置材质*/glMaterialfv(GL_FRONT,GL_DIFFUSE,front_mat_diffuse);glMaterialfv(GL_FRONT,GL_SPECULAR,front_mat_specular);glMaterialfv(GL_FRONT,GL_SHININESS,front_mat_shininess);glMaterialfv(GL_BACK,GL_DIFFUSE,back_mat_diffuse);glMaterialfv(GL_BACK,GL_SPECULAR,back_mat_specular);glMaterialfv(GL_BACK,GL_SHININESS,back_mat_shininess);/*设置光照模型参数*/glLightModelfv(GL_LIGHT_MODEL_AMBIENT,Imodel_ambient);glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE,Imodel_twoside);/*激活关照*/glEnable(GL_LIGHTING);glEnable(GL_LIGHT0);glShadeModel(GL_SMOOTH);}voidmyDisplay(void){glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);/*创建四个二次曲面物体*/quadObj1=gluNewQuadric();quadObj2=gluNewQuadric();quadObj3=gluNewQuadric();quadObj4=gluNewQuadric();/*绘制一个圆柱体*/glPushMatrix();gluQuadricDrawStyle(quadObj1,GLU_FILL);gluQuadricNormals(quadObj1,GL_FLAT);gluQuadricOrientation(quadObj1,GLU_INSIDE);gluQuadricTexture(quadObj1,GL_TRU