vc++画球体代码
时间: 2023-08-17 18:03:57 浏览: 59
下面是一个简单的使用VC++绘制球体的代码:
```c++
#include <windows.h>
#include <gl/gl.h>
#include <gl/glu.h>
void DrawSphere(float radius, int slices, int stacks) {
GLUquadricObj* quadric = gluNewQuadric();
gluSphere(quadric, radius, slices, stacks);
gluDeleteQuadric(quadric);
}
void RenderScene() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -5.0f);
glColor3f(1.0f, 0.0f, 0.0f);
DrawSphere(1.0f, 32, 32);
glFlush();
}
void SetupRC() {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glEnable(GL_DEPTH_TEST);
}
void ChangeSize(int w, int h) {
if (h == 0) {
h = 1;
}
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, (float)w / (float)h, 1.0f, 100.0f);
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) {
WNDCLASS wc = { 0 };
wc.style = CS_OWNDC;
wc.lpfnWndProc = DefWindowProc;
wc.hInstance = hInstance;
wc.lpszClassName = "OpenGLWin32Class";
RegisterClass(&wc);
HWND hWnd = CreateWindow("OpenGLWin32Class", "OpenGL Window", WS_OVERLAPPEDWINDOW,
0, 0, 800, 600, NULL, NULL, hInstance, NULL);
HDC hDC = GetDC(hWnd);
PIXELFORMATDESCRIPTOR pfd = { 0 };
pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);
pfd.nVersion = 1;
pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DRAW_TO_WINDOW | PFD_DOUBLEBUFFER;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 32;
pfd.cDepthBits = 24;
pfd.cStencilBits = 8;
pfd.iLayerType = PFD_MAIN_PLANE;
int nPixelFormat = ChoosePixelFormat(hDC, &pfd);
SetPixelFormat(hDC, nPixelFormat, &pfd);
HGLRC hRC = wglCreateContext(hDC);
wglMakeCurrent(hDC, hRC);
SetupRC();
ShowWindow(hWnd, SW_SHOW);
MSG msg = { 0 };
while (TRUE) {
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
if (msg.message == WM_QUIT) {
break;
}
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else {
RenderScene();
SwapBuffers(hDC);
}
}
wglMakeCurrent(NULL, NULL);
wglDeleteContext(hRC);
ReleaseDC(hWnd, hDC);
DestroyWindow(hWnd);
return (int)msg.wParam;
}
```
这个程序使用OpenGL绘制一个球体,其中 `DrawSphere` 函数使用 GLU 库中的 `gluSphere` 函数绘制球体。球体的半径、分片数和堆叠数可以作为参数传递给 `DrawSphere` 函数。在 `RenderScene` 函数中,我们使用 `glTranslatef` 函数将球体移动到视口的中心位置,然后绘制球体。在 `SetupRC` 函数中,我们启用深度测试以提供正确的渲染顺序。在 `ChangeSize` 函数中,我们设置视口和投影矩阵以匹配窗口的宽度和高度。在 `WinMain` 函数中,我们创建窗口并设置OpenGL环境,然后在主消息循环中绘制球体并交换缓冲区。