opengl+SOIL绘制茶壶+泳圈+长方体并加上灯光+纹理+阴影实现完整代码
时间: 2023-11-13 13:02:51 浏览: 54
以下是使用OpenGL和SOIL库绘制茶壶、泳圈和长方体,并添加灯光、纹理和阴影的完整代码:
```c++
#include <GL/glut.h>
#include <SOIL/SOIL.h>
// 定义纹理ID
GLuint texTeapot, texRing, texBox;
// 定义材质
GLfloat matTeapot[] = { 0.5, 0.5, 0.5, 1.0 };
GLfloat matRing[] = { 0.5, 0.5, 0.5, 1.0 };
GLfloat matBox[] = { 0.5, 0.5, 0.5, 1.0 };
// 定义光源
GLfloat lightPos[] = { 0.0, 5.0, 5.0, 1.0 };
GLfloat lightAmb[] = { 0.2, 0.2, 0.2, 1.0 };
GLfloat lightDif[] = { 0.8, 0.8, 0.8, 1.0 };
GLfloat lightSpc[] = { 0.5, 0.5, 0.5, 1.0 };
// 定义阴影
GLfloat shadowMat[16] = { 0.0 };
GLfloat groundPlane[4] = { 0.0, 1.0, 0.0, 0.0 };
GLfloat groundShadow[4][4] = { 0.0 };
// 绘制茶壶
void drawTeapot() {
glBindTexture(GL_TEXTURE_2D, texTeapot);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, matTeapot);
glutSolidTeapot(1.0);
}
// 绘制泳圈
void drawRing() {
glBindTexture(GL_TEXTURE_2D, texRing);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, matRing);
glutSolidTorus(0.2, 1.0, 20, 20);
}
// 绘制长方体
void drawBox() {
glBindTexture(GL_TEXTURE_2D, texBox);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, matBox);
glutSolidCube(1.0);
}
// 绘制阴影
void drawShadow() {
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glPushMatrix();
glMultMatrixf((GLfloat *)groundShadow);
glColor3f(0.0, 0.0, 0.0);
drawTeapot();
drawRing();
drawBox();
glPopMatrix();
glEnable(GL_TEXTURE_2D);
glEnable(GL_LIGHTING);
}
// 初始化
void init() {
// 加载纹理
texTeapot = SOIL_load_OGL_texture("teapot.jpg", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
texRing = SOIL_load_OGL_texture("ring.jpg", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
texBox = SOIL_load_OGL_texture("box.jpg", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_INVERT_Y);
// 设置纹理参数
glBindTexture(GL_TEXTURE_2D, texTeapot);
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_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, texRing);
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_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, texBox);
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_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// 设置材质
glMaterialf(GL_FRONT, GL_SHININESS, 128.0);
// 设置光源
glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmb);
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDif);
glLightfv(GL_LIGHT0, GL_SPECULAR, lightSpc);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
// 设置阴影
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -4.0);
glGetFloatv(GL_MODELVIEW_MATRIX, shadowMat);
glLoadIdentity();
glTranslatef(0.0, -1.0, 0.0);
glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
glDisable(GL_LIGHTING);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glPushMatrix();
glMultMatrixf((GLfloat *)shadowMat);
glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat *)groundShadow);
glPopMatrix();
glDisable(GL_BLEND);
glEnable(GL_LIGHTING);
}
// 显示回调函数
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// 绘制阴影
drawShadow();
// 绘制物体
glEnable(GL_TEXTURE_2D);
drawTeapot();
drawRing();
drawBox();
glDisable(GL_TEXTURE_2D);
glutSwapBuffers();
}
// 窗口大小改变回调函数
void reshape(int w, int h) {
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, (GLfloat)w / (GLfloat)h, 1.0, 20.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -4.0);
}
// 主函数
int main(int argc, char *argv[]) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(800, 600);
glutCreateWindow("OpenGL Demo");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
init();
glutMainLoop();
return 0;
}
```