#include <GL/glut.h>
#include <math.h>
#define PI 3.1415926535f
#define A 0.31415926535f
#define B 0.31415926535f
#define R 0.5f
struct MyPoint
{
float x, y, z;
};
MyPoint pts[11][20];
// 使用OpenGL的接口,来绘制
static void display()
{
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity(); // 初始化,清空
gluPerspective(60, 1, 0.1f, 10.0f);
gluLookAt(0, 1, 1, 0, 0, 0, 1, 0, 0);
for (int i = 0; i <= PI/A; ++i)
{
float y = cosf(A*i) * R;
float t = sinf(A*i) * R;
for (int j = 0; j < PI/B*2; ++j)
{
float x = t * cosf(j*B);
float z = t * sinf(j*B);
pts[i][j].x = x;
pts[i][j].y = y;
pts[i][j].z = z;
}
}
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
// glPolygonMode(GL_BACK, GL_LINE);
glPolygonMode(GL_FRONT, GL_LINE);
glBegin(GL_QUADS);
for (int i = 0; i < PI / A; ++i)
{
for (int j = 0; j < PI / B * 2; ++j)
{
glVertex3f(pts[i][j].x, pts[i][j].y, pts[i][j].z);
glVertex3f(pts[i+1][j].x, pts[i+1][j].y, pts[i+1][j].z);
glVertex3f(pts[i + 1][(j + 1) % 20].x, pts[i + 1][(j + 1) % 20].y, pts[i + 1][(j + 1) % 20].z);
glVertex3f(pts[i][(j + 1) % 20].x, pts[i][(j + 1) % 20].y, pts[i][(j + 1) % 20].z);
}
}
glEnd();
glFlush();
}
int main(int argc, char*argv[])
{
// 初始化环境
glutInit(&argc, argv);
// 创建一个窗口, 参数的参照物是系统桌面的左上角
glutInitWindowPosition(100, 100);
glutInitWindowSize(400, 400);
glutCreateWindow("Hello OpenGL");
// 设置显示函数
glutDisplayFunc(display);
// 进入主循环
glutMainLoop();
return 0;
}
绘制地球
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转载自blog.csdn.net/weixin_38054045/article/details/104726862
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