在空间中绘图:线。点、多边形

在空间中绘图:线。点、多边形

三维螺旋线

效果

clip_image002

代码
 
void RenderScene(void){    
GLfloat x,y,z,angle;    //使用当前的清除色清除窗口    
glClear(GL_COLOR_BUFFER_BIT);    
glPushMatrix();    
glRotatef(xRot,1.0f,0.0f,0.0f);    
glRotatef(yRot,0.0f,1.0f,0.0f);    //对所有的点调用一次    
glBegin(GL_POINTS);    
z = -50.0f;    
for(angle = 0.0f; angle <= (2.0f*GL_PI)*3.0f;angle += 0.1f)    
{       
 x = 50.0f*sin(angle);       
 y = 50.0f*cos(angle);        
glVertex3f(x,y,z);        
z += 0.5f;   
 }    
glEnd();    
glPopMatrix();    
glFlush();}
 

改变点大小

效果

clip_image004

代码
void RenderScene(void){   
 GLfloat x,y,z,angle;    
GLfloat sizes[2];//保存支持点大小的范围   
 GLfloat step;   //保存支持的点增长 
   GLfloat curSize;//保存当前点大小   
 //使用当前的清除色清除窗口  
glClear(GL_COLOR_BUFFER_BIT);    
glPushMatrix();    
glRotatef(xRot,1.0f,0.0f,0.0f);   
glRotatef(yRot,0.0f,1.0f,0.0f);    //获取支持点的范围和增长   
glGetFloatv(GL_POINT_SIZE_RANGE,sizes);   
glGetFloatv(GL_POINT_SIZE_GRANULARITY,&step);    //设置初始点大小  
curSize = sizes[0];    //设置z坐标起始值   
z = -50.0f;     //对所有的点调用一次   
   
for(angle = 0.0f; angle <= (2.0f*GL_PI)*3.0f;angle += 0.1f) 
{       
x = 50.0f*sin(angle);      
y = 50.0f*cos(angle);      
glPointSize(curSize);       
glBegin(GL_POINTS);         
glVertex3f(x,y,z);        
glEnd();        
z += 0.5f;       
curSize += step;   
}   
glPopMatrix();  
glFlush();
}
 

扇形

效果

clip_image006

代码
void RenderScene(void){    
GLfloat x,y,z,angle;    //使用当前的清除色清除窗口   
 glClear(GL_COLOR_BUFFER_BIT);    
glPushMatrix();     //对所有的点调用一次    
glBegin(GL_LINES);    
z = 0.0f;    
for(angle = 0.0f; angle <= GL_PI*3.0f;angle += 0.5f)    
{        
x = 50.0f*sin(angle);        
y = 50.0f*cos(angle);        
glVertex3f(x,y,z);        
x = 50.0f*sin(angle+3.1415f);        
y = 50.0f*cos(angle+3.1415f);        
glVertex3f(x,y,z);    
}    
glEnd();    
glPopMatrix();    
glFlush();}
 

线段的跨接和循环

效果

clip_image008

代码
void RenderScene(void){   
GLfloat x,y,z,angle;    //使用当前的清除色清除窗口  
glClear(GL_COLOR_BUFFER_BIT);   
glPushMatrix();     //对所有的点调用一次   
glBegin(GL_LINE_STRIP);        
    glVertex3f(0.0f,0.0f,0.0f);       
     glVertex3f(50.0f,50.0f,0.0f);       
     glVertex3f(50.0f,100.0f,0.0f);  
glEnd();   
glPopMatrix();    
glFlush();}
 

将glBegin改为glBegin(GL_LINE_LOOP);后的结果将把最后一个点和第一个点连接起来,形成一个封闭的图形:

clip_image010

线宽度

效果

clip_image012

代码
void RenderScene(void)
{   
 GLfloat y;   
 GLfloat fSizes[2];   
 GLfloat fCurrSize;   
 glClear(GL_COLOR_BUFFER_BIT);    
glPushMatrix();    
//get line size metrics and save the smallest value    
glGetFloatv(GL_LINE_WIDTH_RANGE,fSizes);    //
glGetFloatv(GL_POINT_SIZE_GRANULARITY,&step);   
 fCurrSize = fSizes[0];    
for(y = -90.0f; y <= 90.0f;y += 20.0f)  
  {    
//set the line width      
  glLineWidth(fCurrSize);    
    glBegin(GL_LINES);       
     glVertex2f(-80.0f,y);    
        glVertex2f(80.0f,y);  
      glEnd();    
    fCurrSize += 1.0f;  
  }   
原文地址:https://www.cnblogs.com/shaoguangleo/p/2805979.html