QT OpenGL绘制三维图形(立方体、圆柱体、圆锥、球体、圆环等等)


本文使用QGLWidget来绘制各种三维基本图形,包括立方体、圆柱体、圆锥、球体、圆环等等,涉及包括基本绘制以及上色、纹理、旋转等操作。

使用的软件版本:QT5.12 + QT Creater4.8.0

GLWidget.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
#ifndefGLWIDGET_H
#defineGLWIDGET_H

#include<QGLWidget>

classGLWidget:publicQGLWidget
{
Q_OBJECT

public:
GLWidget(QWidget*parent=
0);
~GLWidget();

protected:
//设置渲染环境
voidinitializeGL();
//绘制窗口
voidpaintGL();
//响应窗口的大小变化
voidresizeGL(intwidth,intheight);

private:
//场景渲染
voidrenderScene();
//场景渲染-基本图形
voidrenderBasicShape();
//场景渲染-立方体纹理
voidrenderTextureCube();
//场景渲染-圆柱体纹理
voidrenderTextureCylinder();
//绘制立方体
voiddrawCube();
//绘制圆形
voiddrawCircle();
//绘制圆柱体
voiddrawCylinder();
//绘制圆锥体
voiddrawCone();
//绘制四面体
voiddrawTetrahedron();
//绘制球体
voiddrawSphere(GLfloatxx=0.0,
GLfloatyy=
0.0,
GLfloatzz=
0.0,
GLfloatradius=
1.0,
GLfloatM=
100.0,
GLfloatN=
100.0);
//绘制圆环
voidDrawTorus(doubleRadius=1,
doubleTubeRadius=0.2,
intSides=20,
intRings=30);
//加载纹理
voidloadGLTextures();


private:
//旋转角度
GLfloatxRot;
GLfloatyRot;
GLfloatzRot;
//存储纹理
GLuinttexture[2];

};
#endif//GLWIDGET_H

GLWidget.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
#include"GLWidget.h"
#include<qmath.h>

#definePI3.14
#defineROT_DELTA0.5f

voidqgluPerspective(GLdoublefovy,GLdoubleaspect,GLdoublezNear,GLdoublezFar)
{
constGLdoubleymax=zNear*tan(qDegreesToRadians(fovy)/2.0);
constGLdoubleymin=-ymax;
constGLdoublexmin=ymin*aspect;
constGLdoublexmax=ymax*aspect;
glFrustum(xmin,xmax,ymin,ymax,zNear,zFar);
}

GLWidget::GLWidget(QWidget*parent)
:QGLWidget(parent)
,xRot(
0.0f)
,yRot(
0.0f)
,zRot(
0.0f)
{
//设置画面的双缓冲和深度缓存
setFormat(QGLFormat(QGL::DoubleBuffer|QGL::DepthBuffer));
}

GLWidget::~GLWidget()
{

}

voidGLWidget::initializeGL()
{
//启用阴影平滑
glShadeModel(GL_SMOOTH);
//白色背景
glClearColor(1.0,1.0,1.0,1.0);
//设置深度缓存
glClearDepth(1.0);
//启用深度测试
glEnable(GL_DEPTH_TEST);
//所作深度测试的类型
glDepthFunc(GL_LEQUAL);
//告诉系统对透视进行修正
glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);
//启用2D纹理映射
glEnable(GL_TEXTURE_2D);
//加载纹理
loadGLTextures();
}

voidGLWidget::paintGL()
{
renderScene();
update();
}

voidGLWidget::resizeGL(intwidth,intheight)
{
//防止窗口大小变为0
if(height==0)
{
height=
1;
}
//重置当前的视口
glViewport(0,0,(GLint)width,(GLint)height);
//选择投影矩阵
glMatrixMode(GL_PROJECTION);
//重置投影矩阵
glLoadIdentity();
//设置视口的大小
qgluPerspective(45.0,(GLdouble)width/(GLdouble)height,0.1,100.0);
//选择模型观察矩阵
glMatrixMode(GL_MODELVIEW);
//重置投影矩阵
glLoadIdentity();
}

//绘制立方体
voidGLWidget::drawCube()
{
glBegin(GL_QUAD_STRIP);
//填充凸多边形
glColor3f(1,0,0);
glVertex3f(
0.0f,0.0f,0.0f);
glColor3f(
1,1,0);
glVertex3f(
0.0f,1.0f,0.0f);
glColor3f(
0,1,0);
glVertex3f(
1.0f,0.0f,0.0f);
glColor3f(
0,1,1);
glVertex3f(
1.0f,1.0f,0.0f);
glColor3f(
1,0,0);
glVertex3f(
1.0f,0.0f,-1.0f);
glColor3f(
1,1,0);
glVertex3f(
1.0f,1.0f,-1.0f);
glColor3f(
0,1,0);
glVertex3f(
0.0f,0.0f,-1.0f);
glColor3f(
0,1,1);
glVertex3f(
0.0f,1.0f,-1.0f);
glColor3f(
1,0,0);
glVertex3f(
0.0f,0.0f,0.0f);
glColor3f(
1,1,0);
glVertex3f(
0.0f,1.0f,0.0f);
glEnd();
glBegin(GL_QUAD_STRIP);
glColor3f(
0,0,1);
glVertex3f(
0.0f,0.0f,0.0f);
glColor3f(
1,0,1);
glVertex3f(
1.0f,0.0f,0.0f);
glColor3f(
0,1,0);
glVertex3f(
0.0f,0.0f,-1.0f);
glColor3f(
1,0,0);
glVertex3f(
1.0f,0.0f,-1.0f);
glColor3f(
1,1,0);
glVertex3f(
0.0f,1.0f,0.0f);
glColor3f(
1,0,1);
glVertex3f(
1.0f,1.0f,0.0f);
glColor3f(
0,0,1);
glVertex3f(
0.0f,1.0f,-1.0f);
glColor3f(
1,0,0);
glVertex3f(
1.0f,1.0f,-1.0f);
glEnd();
}

//绘制圆形
voidGLWidget::drawCircle()
{
glBegin(GL_TRIANGLE_FAN);
//扇形连续填充三角形串
glVertex3f(0.0f,0.0f,0.0f);
inti=0;
for(i=0;i<=360;i+=15)
{
floatp=i*3.14/180;
glColor3f(sin(p),cos(p),tan(p));
glVertex3f(sin(p),cos(p),
0.0f);
}
glEnd();
}

//绘制圆柱体
voidGLWidget::drawCylinder()
{
//利用三角形和四边形等基本图元绘制底面圆圆心在坐标原点,半径为r,高为h,方向沿z轴方向的圆柱;
//侧面用多个四边形,底面用多个三角形来表示
glBegin(GL_QUAD_STRIP);//连续填充四边形串
inti=0;
for(i=0;i<=360;i+=15)
{
floatp=i*3.14/180;
glVertex3f(sin(p),cos(p),
1.0f);
glVertex3f(sin(p),cos(p),
0.0f);
}
glEnd();
//bottomcircle
glColor3f(1,0,0);
drawCircle();
glTranslatef(
0,0,1);
//topcircle
glColor3f(0,0,1);
drawCircle();
glColor3f(
0,1,0);
}

//绘制圆锥体
voidGLWidget::drawCone()
{
glBegin(GL_QUAD_STRIP);
//连续填充四边形串
inti=0;
for(i=0;i<=360;i+=15)
{
floatp=i*3.14/180;
glColor3f(sin(p),cos(p),
1.0f);
glVertex3f(
0,0,1.0f);
glVertex3f(sin(p),cos(p),
0.0f);
}
glEnd();
//bottomcircle
glColor3f(0,1,1);
drawCircle();
}

//绘制四面体等
voidGLWidget::drawTetrahedron()
{
glBegin(GL_QUADS);
glNormal3f(
0,0,-1);
glColor3f(
1.0,0.0,0.0);
glVertex3f(-
1,-1,0);
glColor3f(
0.0,1.0,0.0);
glVertex3f(-
1,1,0);
glColor3f(
0.0,0.0,1.0);
glVertex3f(
1,1,0);
glColor3f(
1.0,1.0,0.0);
glVertex3f(
1,-1,0);
glEnd();

glBegin(GL_TRIANGLES);
glNormal3f(
0,-1,0.707);
glColor3f(
0.0,1.0,1.0);
glVertex3f(-
1,-1,0);
glColor3f(
1.0,0.0,1.0);
glVertex3f(
1,-1,0);
glColor3f(
1.0,0.0,1.0);
glVertex3f(
0,0,1.2);
glEnd();
glBegin(GL_TRIANGLES);
glNormal3f(
1,0,0.707);
glColor3f(
0.0,1.0,1.0);
glVertex3f(
1,-1,0);
glColor3f(
1.0,0.0,1.0);
glVertex3f(
1,1,0);
glColor3f(
1.0,0.0,1.0);
glVertex3f(
0,0,1.2);
glEnd();
glBegin(GL_TRIANGLES);
glNormal3f(
0,1,0.707);
glColor3f(
0.0,1.0,1.0);
glVertex3f(
1,1,0);
glColor3f(
1.0,0.0,1.0);
glVertex3f(-
1,1,0);
glColor3f(
1.0,0.0,1.0);
glVertex3f(
0,0,1.2);
glEnd();
glBegin(GL_TRIANGLES);
glNormal3f(-
1,0,0.707);
glColor3f(
1.0,0.0,1.0);
glVertex3f(-
1,1,0);
glColor3f(
0.0,1.0,1.0);
glVertex3f(-
1,-1,0);
glColor3f(
1.0,0.0,0.0);
glVertex3f(
0,0,1.2);
glEnd();
}

//绘制球体
//球心坐标为(x,y,z),球的半径为radius,M,N分别表示球体的横纵向被分成多少份
voidGLWidget::drawSphere(GLfloatxx,GLfloatyy,GLfloatzz,
GLfloatradius,GLfloatM,GLfloatN)
{
//选择使用的纹理
glBindTexture(GL_TEXTURE_2D,texture[0]);

floatstep_z=PI/M;
floatstep_xy=2*PI/N;
floatx[4],y[4],z[4];

floatangle_z=0.0;
floatangle_xy=0.0;
inti=0,j=0;
glBegin(GL_QUADS);
for(i=0;i<M;i++)
{
angle_z=i*step_z;

for(j=0;j<N;j++)
{
angle_xy=j*step_xy;

x[
0]=radius*sin(angle_z)*cos(angle_xy);
y[
0]=radius*sin(angle_z)*sin(angle_xy);
z[
0]=radius*cos(angle_z);

x[
1]=radius*sin(angle_z+step_z)*cos(angle_xy);
y[
1]=radius*sin(angle_z+step_z)*sin(angle_xy);
z[
1]=radius*cos(angle_z+step_z);

x[
2]=radius*sin(angle_z+step_z)*cos(angle_xy+step_xy);
y[
2]=radius*sin(angle_z+step_z)*sin(angle_xy+step_xy);
z[
2]=radius*cos(angle_z+step_z);

x[
3]=radius*sin(angle_z)*cos(angle_xy+step_xy);
y[
3]=radius*sin(angle_z)*sin(angle_xy+step_xy);
z[
3]=radius*cos(angle_z);
for(intk=0;k<4;k++)
{
glColor3f(sin(angle_z),cos(angle_z),tan(angle_z));
//glTexCoord2f(0.1f,0.1f);
glVertex3f(xx+x[k],yy+y[k],zz+z[k]);
}
}
}
glEnd();
}

//绘制圆环
//大半径Radius,小半径TubeRadius,边数Sides,环数Rings
voidGLWidget::DrawTorus(doubleRadius,doubleTubeRadius,intSides,intRings)
{
doublesideDelta=2.0*PI/Sides;
doubleringDelta=2.0*PI/Rings;
doubletheta=0;
doublecosTheta=1.0;
doublesinTheta=0.0;

doublephi,sinPhi,cosPhi;
doubledist;
glColor3f(
1,0,0);
for(inti=0;i<Rings;i++)
{
doubletheta1=theta+ringDelta;
doublecosTheta1=cos(theta1);
doublesinTheta1=sin(theta1);

glBegin(GL_QUAD_STRIP);
phi=
0;
for(intj=0;j<=Sides;j++)
{
phi=phi+sideDelta;
cosPhi=cos(phi);
sinPhi=sin(phi);
dist=Radius+(TubeRadius*cosPhi);

glNormal3f(cosTheta*cosPhi,sinTheta*cosPhi,sinPhi);
glColor3f(cosTheta,sinTheta,sinPhi);
glVertex3f(cosTheta*dist,sinTheta*dist,TubeRadius*sinPhi);

glNormal3f(cosTheta1*cosPhi,sinTheta1*cosPhi,sinPhi);
glColor3f(cosTheta1,sinTheta1,sinPhi);
glVertex3f(cosTheta1*dist,sinTheta1*dist,TubeRadius*sinPhi);
}
glEnd();
theta=theta1;
cosTheta=cosTheta1;
sinTheta=sinTheta1;
}
}

//加载纹理
voidGLWidget::loadGLTextures()
{
QImagetex1,buf1;
QImagetex2,buf2;
if(!buf1.load(":/data/qt-logo.jpg"))
{
//如果载入不成功,自动生成一个128*128的32位色的绿色图片。
qWarning("Couldnotreadimagefile!");
QImagedummy(
128,128,QImage::Format_RGB32);
dummy.fill(Qt::green);
buf1=dummy;
}

if(!buf2.load(":/data/qt-wood.jpg"))
{
//如果载入不成功,自动生成一个128*128的32位色的绿色图片。
qWarning("Couldnotreadimagefile!");
QImagedummy(
128,128,QImage::Format_RGB32);
dummy.fill(Qt::green);
buf2=dummy;
}

//***********************************************//
//纹理0:qt-logo
//***********************************************//
//转换成纹理类型
tex1=QGLWidget::convertToGLFormat(buf1);
//创建纹理
glGenTextures(1,&texture[0]);
//使用来自位图数据生成的典型纹理,将纹理名字texture[0]绑定到纹理目标上
glBindTexture(GL_TEXTURE_2D,texture[0]);
//WRAP参数:纹理坐标超出[0,0]到[1,1]的范围该怎么处理呢?
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP);
//Filter参数:纹理坐标映射到纹素位置(127.34,255.14)该怎么办?
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
//纹理环境
glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_REPLACE);
//将纹素数组从CPU传至GPU并且设置为当前纹理。
//在处理单一纹理时,你可以用,负责效率非常低。
//多纹理时可以参见纹理绑定。
glTexImage2D(GL_TEXTURE_2D,0,3,tex1.width(),tex1.height(),0,
GL_RGBA,GL_UNSIGNED_BYTE,tex1.bits());

//***********************************************//
//纹理0:qt-logo
//***********************************************//
tex2=QGLWidget::convertToGLFormat(buf2);
glGenTextures(
1,&texture[1]);
glBindTexture(GL_TEXTURE_2D,texture[
1]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
glTexImage2D(GL_TEXTURE_2D,
0,3,tex2.width(),tex2.height(),0,
GL_RGBA,GL_UNSIGNED_BYTE,tex2.bits());
//使用纹理
//首先调用glEnable(GL_TEXTURE_2D),来启用2D纹理;
//然后绘制图形,并且为每个顶点指定ST坐标;
//最后调用glDisable(GL_TEXTURE_2D).
}

//场景渲染
voidGLWidget::renderScene(void)
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glLoadIdentity();

glPushMatrix();
renderBasicShape();
glPopMatrix();

glPushMatrix();
glTranslatef(-
3,0,0);
renderTextureCube();
glPopMatrix();

glPushMatrix();
glTranslatef(
3,0,0);
renderTextureCylinder();
glPopMatrix();
}

//渲染基本图形
voidGLWidget::renderBasicShape()
{
staticfloatfRotAngle=0.0f;
fRotAngle+=ROT_DELTA;
if(fRotAngle>360)
fRotAngle=
0;

glPushMatrix();
glColor3f(
0,1,0);
glTranslatef(-
3,3,-12);
glRotatef(fRotAngle,
1,1,1);
drawCylinder();
glPopMatrix();

glPushMatrix();
glColor3f(
1,0,0);
glTranslatef(
0,3,-12);
glRotatef(fRotAngle,
1,1,1);
drawTetrahedron();
glPopMatrix();

glPushMatrix();
glColor3f(
1,0,0);
glTranslatef(
3,3,-12);
glRotatef(fRotAngle,
1,1,1);
drawCircle();
glPopMatrix();

glPushMatrix();
glColor3f(
1,0,0);
glTranslatef(
0,0,-15);
glRotatef(fRotAngle,
0,1,0);
drawSphere();
glPopMatrix();

glPushMatrix();
glColor3f(
0,1,1);
glTranslatef(-
3,-3,-12);
glRotatef(fRotAngle,
1,1,1);
drawCube();
glPopMatrix();

glPushMatrix();
glColor3f(
1,0,1);
glTranslatef(
0,-3,-12);
glRotatef(fRotAngle,
1,1,1);
DrawTorus();
glPopMatrix();

glPushMatrix();
glColor3f(
1,1,0);
glTranslatef(
3,-3,-12);
glRotatef(fRotAngle,
1,1,1);
drawCone();
glPopMatrix();
}

//渲染纹理
voidGLWidget::renderTextureCube()
{
//纹理映射
glColor3f(1.0,1.0,1.0);
glTranslatef(
0.0f,0.0f,-12.0f);
glRotatef(xRot,
1.0,0.0,0.0);
glRotatef(yRot,
0.0,1.0,0.0);
glRotatef(zRot,
0.0,0.0,1.0);
//使用来自位图数据生成的典型纹理,将纹理名字texture[0]绑定到纹理目标上
glBindTexture(GL_TEXTURE_2D,texture[0]);
glBegin(GL_QUADS);
glTexCoord2f(
0.0,0.0);
glVertex3f(-
1.0,-1.0,1.0);
glTexCoord2f(
1.0,0.0);
glVertex3f(
1.0,-1.0,1.0);
glTexCoord2f(
1.0,1.0);
glVertex3f(
1.0,1.0,1.0);
glTexCoord2f(
0.0,1.0);
glVertex3f(-
1.0,1.0,1.0);
glTexCoord2f(
1.0,0.0);
glVertex3f(-
1.0,-1.0,-1.0);
glTexCoord2f(
1.0,1.0);
glVertex3f(-
1.0,1.0,-1.0);
glTexCoord2f(
0.0,1.0);
glVertex3f(
1.0,1.0,-1.0);
glTexCoord2f(
0.0,0.0);
glVertex3f(
1.0,-1.0,-1.0);
glTexCoord2f(
0.0,1.0);
glVertex3f(-
1.0,1.0,-1.0);
glTexCoord2f(
0.0,0.0);
glVertex3f(-
1.0,1.0,1.0);
glTexCoord2f(
1.0,0.0);
glVertex3f(
1.0,1.0,1.0);
glTexCoord2f(
1.0,1.0);
glVertex3f(
1.0,1.0,-1.0);
glTexCoord2f(
1.0,1.0);
glVertex3f(-
1.0,-1.0,-1.0);
glTexCoord2f(
0.0,1.0);
glVertex3f(
1.0,-1.0,-1.0);
glTexCoord2f(
0.0,0.0);
glVertex3f(
1.0,-1.0,1.0);
glTexCoord2f(
1.0,0.0);
glVertex3f(-
1.0,-1.0,1.0);
glTexCoord2f(
1.0,0.0);
glVertex3f(
1.0,-1.0,-1.0);
glTexCoord2f(
1.0,1.0);
glVertex3f(
1.0,1.0,-1.0);
glTexCoord2f(
0.0,1.0);
glVertex3f(
1.0,1.0,1.0);
glTexCoord2f(
0.0,0.0);
glVertex3f(
1.0,-1.0,1.0);
glTexCoord2f(
0.0,0.0);
glVertex3f(-
1.0,-1.0,-1.0);
glTexCoord2f(
1.0,0.0);
glVertex3f(-
1.0,-1.0,1.0);
glTexCoord2f(
1.0,1.0);
glVertex3f(-
1.0,1.0,1.0);
glTexCoord2f(
0.0,1.0);
glVertex3f(-
1.0,1.0,-1.0);
glEnd();
xRot+=ROT_DELTA;
if(xRot>360)xRot=0;
yRot+=ROT_DELTA;
if(yRot>360)yRot=0;
zRot+=ROT_DELTA;
if(zRot>360)zRot=0;
}

voidGLWidget::renderTextureCylinder()
{
//纹理映射
glTranslatef(0.0f,0.0f,-12.0f);
glRotatef(xRot,
1.0,0.0,0.0);
//glRotatef(yRot,0.0,1.0,0.0);
//glRotatef(zRot,0.0,0.0,1.0);
//选择使用的纹理
glBindTexture(GL_TEXTURE_2D,texture[1]);
//利用三角形和四边形等基本图元绘制底面圆圆心在坐标原点,半径为r,高为h,方向沿z轴方向的圆柱;
//侧面用多个四边形,底面用多个三角形来表示
glBegin(GL_QUAD_STRIP);//连续填充四边形串
inti=0;
for(i=0;i<=360;i+=15)
{
floatp=i*3.14/180;
//p和圆周是相对应的,这里让纹理的横坐标随圆周扫过的角度一起改变,就能够将纹理图“刷”上去了,
//而纵坐标设置为图像的高度和纹理高度的对应,这里合适的参数是根据实际测试得到的
glTexCoord2f(p/10,0.1f);
glVertex3f(sin(p),cos(p),
1.0f);//这个1.0f指定的是高度h
glTexCoord2f(p/10,0.0f);
glVertex3f(sin(p),cos(p),
0.0f);
}
glEnd();
//bottomcircle
glBegin(GL_TRIANGLE_FAN);//扇形连续填充三角形串
glTexCoord2f(0.0f,0.0f);//将纹理图(0,0)映射到圆心
glVertex3f(0.0f,0.0f,0.0f);
for(i=0;i<=360;i+=15)
{
floatp=i*3.14/180;
glTexCoord2f(
1.0f,0.0f);//将纹理图(1,0)映射到圆周
glVertex3f(sin(p),cos(p),0.0f);
}
glEnd();
glTranslatef(
0,0,1);//设定高度为1,画上底面
//topcircle
glBegin(GL_TRIANGLE_FAN);//扇形连续填充三角形串
glTexCoord2f(0.0f,0.0f);//将纹理图(0,0)映射到圆心
glVertex3f(0.0f,0.0f,0.0f);
for(i=0;i<=360;i+=15)
{
floatp=i*3.14/180;
glTexCoord2f(
1.0f,0.0f);//将纹理图(1,0)映射到圆周
glVertex3f(sin(p),cos(p),0.0f);
}
glEnd();

xRot+=ROT_DELTA;
if(xRot>360)xRot=0;
yRot+=ROT_DELTA;
if(yRot>360)yRot=0;
zRot+=ROT_DELTA;
if(zRot>360)zRot=0;
}

主函数调用

main.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
#include"GLWidget.h"
#include<QApplication>
#include<QObject>

intmain(intargc,char*argv[])
{
QApplicationa(argc,argv);

GLWidgetw;
w.resize(
600,600);
w.setWindowTitle(QObject::tr(
"Michael'sOpenGLFramework"));
w.show();

returna.exec();
}

运行效果

优质内容筛选与推荐>>
1、python学习随笔(细节总结)
2、jQuery 复选框全选反选
3、守卫剑阁1.8 修改版 ,完整了!
4、一种3D游戏碰撞检测解决方案
5、Linux-文件删除原理


长按二维码向我转账

受苹果公司新规定影响,微信 iOS 版的赞赏功能被关闭,可通过二维码转账支持公众号。

    阅读
    好看
    已推荐到看一看
    你的朋友可以在“发现”-“看一看”看到你认为好看的文章。
    已取消,“好看”想法已同步删除
    已推荐到看一看 和朋友分享想法
    最多200字,当前共 发送

    已发送

    朋友将在看一看看到

    确定
    分享你的想法...
    取消

    分享想法到看一看

    确定
    最多200字,当前共

    发送中

    网络异常,请稍后重试

    微信扫一扫
    关注该公众号





    联系我们

    欢迎来到TinyMind。

    关于TinyMind的内容或商务合作、网站建议,举报不良信息等均可联系我们。

    TinyMind客服邮箱:support@tinymind.net.cn