我没有GL/glut.h的库,我希望我的include包含下面内容:#include <iostream> #include <cmath> #include <glad/glad.h> #include <GLFW/glfw3.h>,请帮我修改代码
时间: 2024-03-22 07:35:42 浏览: 23
如果你没有GL/glut.h库,但希望包含上述内容,你可以按照以下步骤进行修改代码:
1. 首先,确保你已经安装了GLFW库和glad库。你可以通过以下命令在Linux系统上安装它们:
```
sudo apt-get install libglfw3-dev
sudo apt-get install libgl1-mesa-dev
```
2. 然后,将你的代码修改为以下形式:
```cpp
#include <iostream>
#include <cmath>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
```
这样,你就可以使用iostream、cmath、glad和GLFW库了。
相关问题
#define _USE_MATH_DEFINES #include <cstdlib> #include <cmath> #include <iostream> #include <GL/glew.h> #include <GL/freeglut.h> // Globals. static float R = 40.0; // Radius of circle. static float X = 50.0; // X-coordinate of center of circle. static float Y = 50.0; // Y-coordinate of center of circle. static const int numVertices = 50; // Number of vertices on circle. static int verticesColors[6 * numVertices]; void generateVertices() { float t = 0; // Angle parameter. for (int i = 0; i < 6*numVertices; i+=6) { verticesColors[] = X + R * cos(t); //x verticesColors[] = Y + R * sin(t); //y verticesColors[] = 0.0; //z verticesColors[] = 1.0; //r verticesColors[] = 0.0; //g verticesColors[] = 0.0; //b t += 2 * M_PI / numVertices; //angle } } // Drawing routine. void drawScene(void) { glClear(GL_COLOR_BUFFER_BIT); glColor3f(1, 0, 0); glLineWidth(5); glDrawArrays(GL_LINE_LOOP, 0, 50); glFlush(); } // Initialization routine. void setup(void) { glClearColor(1.0, 1.0, 1.0, 0.0); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glVertexPointer(3, GL_FLOAT, 6 * sizeof(float), &verticesColors[0]); glVertexPointer(3, GL_FLOAT, 6 * sizeof(float), &verticesColors[3]) } // OpenGL window reshape routine. void resize(int w, int h) { glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0, 100.0, 0.0, 100.0, -1.0, 1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } // Keyboard input processing routine. void keyInput(unsigned char key, int x, int y) { switch (key) { case 27: exit(0); break; default: break; } } // Main routine. int main(int argc, char** argv) { generateVertices(); glutInit(&argc, argv); glutInitContextVersion(4, 3); glutInitContextProfile(GLUT_COMPATIBILITY_PROFILE); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGBA); glutInitWindowSize(500, 500); glutInitWindowPosition(100, 100); glutCreateWindow("circle.cpp"); glutDisplayFunc(drawScene); glutReshapeFunc(resize); glutKeyboardFunc(keyInput); glewExperimental = GL_TRUE; glewInit(); setup(); glutMainLoop(); }怎么修改
这段代码存在一些错误,需要进行修改,具体如下:
1. 在函数 generateVertices 中,数组 verticesColors[] 的下标没有被正确设置,应该是 verticesColors[i]。
2. 在函数 setup 中,第二个 glEnableClientState(GL_COLOR_ARRAY) 应该是 glEnableClientState(GL_COLOR_ARRAY);。
3. 在函数 setup 中,第一个 glVertexPointer 函数应该是 glColorPointer。
4. 在函数 drawScene 中,应该使用 glDrawArrays(GL_POLYGON, 0, numVertices) 来绘制圆形。
修改后的代码如下:
使用OpenGL进行三维地形动态显示程序设计的代码,目的要求:(1) 地形高程的随机生成(2) 地形平滑技术
好的,以下是使用OpenGL进行三维地形动态显示程序设计的代码,实现地形高程的随机生成和平滑技术:
注意:以下代码仅供参考,可能需要针对您的具体应用做出修改。
```c++
#include <iostream>
#include <vector>
#include <random>
#include <cmath>
// OpenGL头文件
#include <GL/glut.h>
// 地形网格的长宽
#define GRID_SIZE 100
// 地形高度图存储数组
std::vector<std::vector<float>> terrain(GRID_SIZE, std::vector<float>(GRID_SIZE));
// 随机数引擎
std::default_random_engine generator;
// 均值滤波
float smooth(std::vector<std::vector<float>> &src, int x, int y, int size) {
float sum = 0.0f;
int count = 0;
for (int i = x - size; i <= x + size; i++) {
for (int j = y - size; j <= y + size; j++) {
if (i >= 0 && i < GRID_SIZE && j >= 0 && j < GRID_SIZE) {
sum += src[i][j];
count++;
}
}
}
return sum / count;
}
// Diamond-Square算法生成高程图
void diamondSquare(int left, int top, int right, int bottom, float range) {
if (left == right || top == bottom) {
return;
}
int centerX = (left + right) / 2;
int centerY = (top + bottom) / 2;
float randValue = std::uniform_real_distribution<float>(-range, range)(generator);
terrain[centerX][centerY] = (terrain[left][top] + terrain[left][bottom] + terrain[right][top] + terrain[right][bottom]) / 4.0f + randValue;
diamondSquare(left, top, centerX, centerY, range / 2.0f);
diamondSquare(centerX, top, right, centerY, range / 2.0f);
diamondSquare(left, centerY, centerX, bottom, range / 2.0f);
diamondSquare(centerX, centerY, right, bottom, range / 2.0f);
}
// 地形高度图生成函数
void generateTerrain() {
// 生成四个角的高程值
terrain[0][0] = std::uniform_real_distribution<float>(-1.0f, 1.0f)(generator);
terrain[0][GRID_SIZE - 1] = std::uniform_real_distribution<float>(-1.0f, 1.0f)(generator);
terrain[GRID_SIZE - 1][0] = std::uniform_real_distribution<float>(-1.0f, 1.0f)(generator);
terrain[GRID_SIZE - 1][GRID_SIZE - 1] = std::uniform_real_distribution<float>(-1.0f, 1.0f)(generator);
float range = 1.0f;
while (range > 0.1f) {
diamondSquare(0, 0, GRID_SIZE - 1, GRID_SIZE - 1, range);
range /= 2.0f;
}
// 均值滤波
for (int i = 0; i < GRID_SIZE; i++) {
for (int j = 0; j < GRID_SIZE; j++) {
terrain[i][j] = smooth(terrain, i, j, 1);
}
}
}
// 显示回调函数
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// 视角位置
gluLookAt(0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
// 绘制地形
glBegin(GL_TRIANGLES);
for (int i = 0; i < GRID_SIZE - 1; i++) {
for (int j = 0; j < GRID_SIZE - 1; j++) {
// 顶点1
glColor3f((terrain[i][j] + 1.0f) / 2.0f, (terrain[i][j] + 1.0f) / 2.0f, (terrain[i][j] + 1.0f) / 2.0f);
glVertex3f(i, terrain[i][j], j);
// 顶点2
glColor3f((terrain[i+1][j] + 1.0f) / 2.0f, (terrain[i+1][j] + 1.0f) / 2.0f, (terrain[i+1][j] + 1.0f) / 2.0f);
glVertex3f(i+1, terrain[i+1][j], j);
// 顶点3
glColor3f((terrain[i][j+1] + 1.0f) / 2.0f, (terrain[i][j+1] + 1.0f) / 2.0f, (terrain[i][j+1] + 1.0f) / 2.0f);
glVertex3f(i, terrain[i][j+1], j+1);
// 顶点2
glColor3f((terrain[i+1][j] + 1.0f) / 2.0f, (terrain[i+1][j] + 1.0f) / 2.0f, (terrain[i+1][j] + 1.0f) / 2.0f);
glVertex3f(i+1, terrain[i+1][j], j);
// 顶点3
glColor3f((terrain[i][j+1] + 1.0f) / 2.0f, (terrain[i][j+1] + 1.0f) / 2.0f, (terrain[i][j+1] + 1.0f) / 2.0f);
glVertex3f(i, terrain[i][j+1], j+1);
// 顶点4
glColor3f((terrain[i+1][j+1] + 1.0f) / 2.0f, (terrain[i+1][j+1] + 1.0f) / 2.0f, (terrain[i+1][j+1] + 1.0f) / 2.0f);
glVertex3f(i+1, terrain[i+1][j+1], j+1);
}
}
glEnd();
glutSwapBuffers();
}
// 窗口大小改变回调函数
void reshape(int width, int height) {
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, (GLfloat)width / (GLfloat)height, 1.0, 100.0);
}
// 主函数
int main(int argc, char **argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(800, 600);
glutCreateWindow("Terrain");
generateTerrain();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glEnable(GL_DEPTH_TEST);
glutMainLoop();
return 0;
}
```
以上代码使用Diamond-Square算法生成地形高程图,并使用均值滤波进行平滑处理。同时使用OpenGL绘制地形。颜色映射可以通过调整glColor3f函数中的参数来实现。