DISK.C
Прорисовка дуг и кругов .
#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>
void myinit(void);
void CALLBACK myReshape(GLsizei w, GLsizei h);
void CALLBACK display(void);
GLUquadricObj * quadObj;
void CALLBACK display(void)
{
glClearColor (0.0, 0.0, 0.0, 1.0);
glClear (GL_COLOR_BUFFER_BIT);
glPushMatrix();
gluQuadricDrawStyle (quadObj, GLU_FILL);
glColor3f (1.0, 1.0, 1.0);
glTranslatef (10.0, 10.0, 0.0);
gluDisk (quadObj, 0.0, 5.0, 10, 2);
glPopMatrix();
glPushMatrix();
glColor3f (1.0, 1.0, 0.0);
glTranslatef (20.0, 20.0, 0.0);
gluPartialDisk (quadObj, 0.0, 5.0, 10, 3, 30.0, 120.0);
glPopMatrix();
glPushMatrix();
gluQuadricDrawStyle (quadObj, GLU_SILHOUETTE);
glColor3f (0.0, 1.0, 1.0);
glTranslatef (30.0, 30.0, 0.0);
gluPartialDisk (quadObj, 0.0, 5.0, 10, 3, 135.0, 270.0);
glPopMatrix();
glPushMatrix();
gluQuadricDrawStyle (quadObj, GLU_LINE);
glColor3f (1.0, 0.0, 1.0);
glTranslatef (40.0, 40.0, 0.0);
gluDisk (quadObj, 2.0, 5.0, 10, 10);
glPopMatrix();
glFlush();
}
void myinit (void) {
quadObj = gluNewQuadric ();
glShadeModel(GL_FLAT);
}
void CALLBACK myReshape(GLsizei w, GLsizei h)
{
if (!h) return;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
glOrtho (0.0, 50.0,
0.0, 50.0*(GLfloat)h/(GLfloat)w, -1.0, 1.0);
else
glOrtho (0.0, 50.0*(GLfloat)w/(GLfloat)h,
0.0, 50.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity ();
}
int main(int argc, char** argv)
{
auxInitDisplayMode (AUX_SINGLE | AUX_RGB);
auxInitPosition (0, 0, 500, 500);
auxInitWindow ("Quadrics");
myinit ();
auxReshapeFunc (myReshape);
auxMainLoop(display);
return(0);
}
Posted: 25.01.2k1
Autor: Unknown
<nomail@noserver.com>
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