你能用c语言在codeblocks中用opengl 的glut库绘制一个四阶魔方吗,三百行代码以上
时间: 2024-03-24 19:39:19 浏览: 162
当然可以,以下是一个在 Code::Blocks 中使用 OpenGL 的 GLUT 库绘制四阶魔方的示例代码。由于代码比较长,我会把代码分开来逐一解释。
```c
#include <stdio.h>
#include <stdlib.h>
#include <GL/glut.h>
#define WINDOW_WIDTH 800
#define WINDOW_HEIGHT 600
#define CUBE_SIZE 1.0f
#define CUBE_GAP 0.1f
#define CUBE_TOTAL_SIZE (CUBE_SIZE + CUBE_GAP)
#define ROTATE_STEP 3.0f
#define KEY_UP 101
#define KEY_DOWN 103
#define KEY_LEFT 100
#define KEY_RIGHT 102
typedef enum {
FRONT, BACK, LEFT, RIGHT, UP, DOWN
} Direction;
typedef struct {
GLfloat x;
GLfloat y;
GLfloat z;
} Point3D;
typedef struct {
GLfloat r;
GLfloat g;
GLfloat b;
} ColorRGB;
typedef struct {
Point3D pos;
ColorRGB color;
} Cube;
static GLfloat angleX = 0.0f;
static GLfloat angleY = 0.0f;
static Cube cubes[4][4][4];
static GLfloat cameraX = 10.0f;
static GLfloat cameraY = 10.0f;
static GLfloat cameraZ = 10.0f;
static Direction currentDirection = FRONT;
static int currentLayer = 0;
static void initCubes() {
int i, j, k;
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
for (k = 0; k < 4; k++) {
Cube *cube = &cubes[i][j][k];
cube->pos.x = (i - 1.5f) * CUBE_TOTAL_SIZE;
cube->pos.y = (j - 1.5f) * CUBE_TOTAL_SIZE;
cube->pos.z = (k - 1.5f) * CUBE_TOTAL_SIZE;
cube->color.r = (GLfloat) i / 4.0f;
cube->color.g = (GLfloat) j / 4.0f;
cube->color.b = (GLfloat) k / 4.0f;
}
}
}
}
static void drawCube(Cube *cube) {
glColor3f(cube->color.r, cube->color.g, cube->color.b);
glPushMatrix();
glTranslatef(cube->pos.x, cube->pos.y, cube->pos.z);
glutSolidCube(CUBE_SIZE);
glPopMatrix();
}
static void drawCubes() {
int i, j, k;
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
for (k = 0; k < 4; k++) {
drawCube(&cubes[i][j][k]);
}
}
}
}
static void drawAxis() {
glBegin(GL_LINES);
glColor3f(1.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(10.0f, 0.0f, 0.0f);
glColor3f(0.0f, 1.0f, 0.0f);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 10.0f, 0.0f);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 0.0f, 10.0f);
glEnd();
}
static void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(cameraX, cameraY, cameraZ, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
glPushMatrix();
glRotatef(angleX, 1.0f, 0.0f, 0.0f);
glRotatef(angleY, 0.0f, 1.0f, 0.0f);
drawCubes();
glPopMatrix();
drawAxis();
glutSwapBuffers();
}
static void reshape(GLsizei width, GLsizei height) {
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, (GLfloat) width / (GLfloat) height, 0.1f, 100.0f);
}
static void rotateLayer(int layer, Direction direction) {
Cube tempCubes[4][4];
int i, j;
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
switch (direction) {
case FRONT:
tempCubes[i][j] = cubes[layer][i][j];
break;
case BACK:
tempCubes[i][j] = cubes[layer][3 - i][3 - j];
break;
case LEFT:
tempCubes[i][j] = cubes[3 - j][layer][3 - i];
break;
case RIGHT:
tempCubes[i][j] = cubes[j][layer][i];
break;
case UP:
tempCubes[i][j] = cubes[i][3 - layer][3 - j];
break;
case DOWN:
tempCubes[i][j] = cubes[i][layer][j];
break;
}
}
}
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
switch (direction) {
case FRONT:
cubes[layer][i][j] = tempCubes[j][3 - i];
break;
case BACK:
cubes[layer][i][j] = tempCubes[3 - j][i];
break;
case LEFT:
cubes[3 - j][layer][3 - i] = tempCubes[i][j];
break;
case RIGHT:
cubes[j][layer][i] = tempCubes[i][j];
break;
case UP:
cubes[i][3 - layer][3 - j] = tempCubes[j][3 - i];
break;
case DOWN:
cubes[i][layer][j] = tempCubes[j][3 - i];
break;
}
}
}
}
static void rotateCurrentLayer(Direction direction) {
rotateLayer(currentLayer, direction);
}
static void specialKey(int key, int x, int y) {
switch (key) {
case KEY_UP:
angleX += ROTATE_STEP;
break;
case KEY_DOWN:
angleX -= ROTATE_STEP;
break;
case KEY_LEFT:
angleY += ROTATE_STEP;
break;
case KEY_RIGHT:
angleY -= ROTATE_STEP;
break;
}
glutPostRedisplay();
}
static void keyboard(unsigned char key, int x, int y) {
switch (key) {
case 'f':
currentDirection = FRONT;
currentLayer = 0;
break;
case 'b':
currentDirection = BACK;
currentLayer = 3;
break;
case 'l':
currentDirection = LEFT;
currentLayer = 0;
break;
case 'r':
currentDirection = RIGHT;
currentLayer = 3;
break;
case 'u':
currentDirection = UP;
currentLayer = 3;
break;
case 'd':
currentDirection = DOWN;
currentLayer = 0;
break;
case 'F':
rotateCurrentLayer(FRONT);
break;
case 'B':
rotateCurrentLayer(BACK);
break;
case 'L':
rotateCurrentLayer(LEFT);
break;
case 'R':
rotateCurrentLayer(RIGHT);
break;
case 'U':
rotateCurrentLayer(UP);
break;
case 'D':
rotateCurrentLayer(DOWN);
break;
case 'q':
exit(0);
break;
}
glutPostRedisplay();
}
int main(int argc, char **argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(WINDOW_WIDTH, WINDOW_HEIGHT);
glutCreateWindow("4x4x4 Rubik's Cube");
initCubes();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutSpecialFunc(specialKey);
glutKeyboardFunc(keyboard);
glEnable(GL_DEPTH_TEST);
glutMainLoop();
return 0;
}
```
首先,我们需要定义一些常量和数据结构。在这个示例中,我们定义了窗口的大小,每个小方块的大小,旋转步长,方向和颜色等信息。我们使用一个三维数组 `cubes` 来存储所有的小方块,每个方块包含了位置和颜色信息。
接下来,我们需要实现一些绘制函数。`drawCube` 函数用于绘制一个小方块,`drawCubes` 函数用于绘制所有的小方块,`drawAxis` 函数用于绘制坐标轴。在 `display` 函数中,我们使用 OpenGL 的矩阵操作来控制摄像机位置和旋转角度,然后分别调用上述绘制函数来绘制场景。
我们还需要实现一些交互函数。`rotateLayer` 函数用于旋转一个层,`rotateCurrentLayer` 函数用于旋转当前选中的层,`specialKey` 函数用于响应特殊按键事件(如方向键),`keyboard` 函数用于响应普通按键事件(如字母键)。在 `main` 函数中,我们创建窗口并注册这些函数,然后进入主循环。
这段代码只是一个示例,可能不够完整和健壮。如果你想要学习更多关于 OpenGL 和 GLUT 的内容,可以参考一些教程和书籍,如《OpenGL Programming Guide》和《OpenGL SuperBible》等。
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