opengl初探部分代码.docVIP

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opengl初探部分代码

将Onsize代码替换成如下的代码,使前述的平行投影变成透视投影 void CMyOpenGLView::OnSize(UINT nType, int cx, int cy) { glViewport(0,0,cx,cy); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45,(float)cx/(float)cy,0.1,15); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } 以下是修改Draw方法的代码,以实现不同的功能 //2D图形绘制 glClearColor(0,0,0,1); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glShadeModel(GL_SMOOTH); glTranslatef(-1.5f,1.0f,-7.0f); glColor3f(1.0f,0.0f,0.0f); glBegin(GL_TRIANGLES); glVertex3f(0.0f,1.0f,0.0f); glVertex3f(-1.0f,-1.0f,0.0f); glVertex3f(1.0f,-1.0f,0.0f); glEnd(); glTranslatef(3.0f,0.0f,0.0f); glColor3f(0.0f,0.0f,1.0f); glBegin(GL_QUADS); glVertex3f(-1.0f,1.0f,0.0f); glVertex3f(-1.0f,-1.0f,0.0f); glVertex3f(1.0f,-1.0f,0.0f); glVertex3f(1.0f,1.0f,0.0f); glEnd(); glTranslatef(-1.5f,-2.5f,0.0f); glColor3f(1.0f,1.0f,0.0f); glLineWidth(2.0f); glBegin(GL_LINE_LOOP); for(int i=0;i200;i++) glVertex3f(1.0*float(sin(2*3.14*i/200)),1.0*float(cos(2*3.14*i/200)),0.0); glEnd(); SwapBuffers(m_hDC); glFlush(); //阴暗处理 glClearColor(0,0,0,1); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glShadeModel(GL_SMOOTH);//设置平滑插值 glTranslatef(-1.5f,1.0f,-7.0f); glColor3f(1.0f,0.0f,0.0f); glBegin(GL_TRIANGLES); glColor3ub(255,0,0); glVertex3f(0.0f,1.0f,0.0f); glColor3ub(0,255,0); glVertex3f(-1.0f,-1.0f,0.0f); glColor3ub(255,255,0); glVertex3f(1.0f,-1.0f,0.0f); glEnd(); glTranslatef(3.0f,0.0f,0.0f); glColor3ub(0,255,255); glBegin(GL_QUADS); glVertex3f(-1.0f,1.0f,0.0f); glVertex3f(-1.0f,-1.0f,0.0f); glVertex3f(1.0f,-1.0f,0.0f); glVertex3f(1.0f,1.0f,0.0f); glEnd(); glTranslatef(-1.5f,-2.5f,0.0f); glColor3f(1.0f,1.0f,0.0f); glLineWidth(2.0f); glBegin(GL_LINE_LOOP); for(int i=0;i200;i++) glVertex3f(1.0*float(sin(2*3.14*i/200)),1.0*float(cos(2*3.14*i/200)),0.0); glEnd(); SwapBuffers(m_hDC); glFlush(); //3D图形 glClearColor(0,0,0,1); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT

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