opengl绘制简单图形代码_opengl绘制平面图

游戏安利 2025-01-04 10:35:38

LIUNUX 或者其他作系统下OPENGL ES 多个图形旋转的代码。有经验者请惠赐

OpenGL es是用于移动存储设备的啊,如智能手机

opengl绘制简单图形代码_opengl绘制平面图opengl绘制简单图形代码_opengl绘制平面图


opengl绘制简单图形代码_opengl绘制平面图


不是电脑上的

你在百度文库里搜,有介绍的

多年前做过,不复杂,网上有专门的,很容易找到的

OpenGL是C++的绘图工具库,那么我们如何在Visual Studio中运用OpenGL绘图呢?下面我给大家演示分享一下。

工具/材料

Visual Studio

首先打开Visual Studio,点击顶部的文件菜单,然后选择新建下面的项目,如下图所示

接下来在弹出的新建项目界面中左侧选择Visual C++,右侧选择空项目类型,如下图所示

新建了项目以后我们在右侧的项目目录下面找到源文件,在其下面建立一个opengl.cpp文件,如下图所示

然后点击顶部的工具菜单,选择下拉菜单中的NuGet包管理器选项,如下图所示

接下来在NuGET界面中切换到浏览页卡,搜索nupengl,选择搜索结果中的nupengl.core选项,如下图所示

然后我们勾选要安装的项目,选择适当的版本,接着点击安装按钮,如下图所示,注意一定要勾选项目名称

接下来我们在opengl.cpp文件中就可以导入opengl的gl库了,然后声明窗口并绘制图形即可,如下图所示

我们运行opengl.cpp文件,我们就可以看到windows窗口中显示出了我们绘制的图形,如下图所示

求代码注释:计算机图形学的OpenGL画四面体。高手来吧。争取每句都注释下。谢谢

很专业的,有专门吧,用于#3D的一种方法。可是我们不采用,也不相信是有效的。换一个吧。

图杭GIs软件真3D软件。

我也不是很懂,你验收一下(有两个参考资料)

CS 535

WEILER-ATHERTON

PROBLEM

Implement Weiler-Atherton. You should draw each polygon in a different color and fill the clip areas generated with a third color.

NOTES:

The Weiler-Atherton algorithm is the most general of the clipping algorithms. We he two 2D polygons (may be convex or conce and they both may he holes). The polygon to be clipped is called the SUBJECT polygon and the polygon defining the clipping area is called the CLIP polygon. To make the algorithm work easier (in the data structures, etc.) we usually assume that the exterior verts are given clockwise and the hole verts are given counterclockwise. In clipping we usually want to find the parts of the subject polygon that are inside the clip polygon. Howr, this algorithm can be used in modeling to find the "union", "intersection", and "difference" of the polygons.

The data structures are sral circular linked lists of verts which are also linked toger and the clipping is done by trersing these. The lists could be doubly linked. This enables the trersal in either direction at any node in the list. Starting at a particular node and trersing in one direction will produce the interior polygon(s) while starting at a different node and trersing can produce the outside. Note that producing the exterior does need the doubly linking and care must be taken in performing the trersal.

STEP 1:

The first phase of the building of the data structures occurs when we input the edges and put them in two linked lists - the SUBJ list and the CLIP list. The verts are place in order from input (thus clockwise). There are separate lists for the exterior and for each hole. Thus, the initial build is a standard queue insert (input a vertex - insert it at end of list). Note that this creates a list in which a standard list trersal is equivalent to "walking around" the polygon edge visiting the verts in order.

STEP 2:

The second phase of the list building is computing and inserting the INTERSECTION points. If we he a SUBJECT polygon edge (SVi to SVi+1) that intersects a CLIP polygon edge (CVj to CVj+1) at a point INTER. Note that the edges form straight lines that may intersect, we are assuming that the line segments SVi to SVi+1 intersects the line segment CVj to CVj+1. The intersection point INTER is then inserted on BOTH of the linked lists - SUBJ and CLIP. It is inserted BETWEEN SVi and SVi+1 on the SUBJ list and CVj and CVj+1 on the CLIP list. The idea is still that trersing the list using a standard list trersal we would encounter the points in their geometric order. Note that there may be sral intersection points between any given pair of verts and they must be inserted in the correct order in the lists. This is done by using the t and u values comd in the vector line intersection subprogram. Each intersection point thus has TWO nodes - one on each list (SUBJ and CLIP). We link these two entries toger which provides a way of getting from one list to the other.

STEP 2.5:

Any straight line divides the plane into two half-planes. Thus each polygon edge (extended to a line) will divide the plane into two half-planes. Because we listed the verts clockwise, we consider the half-plane to the right as containing the interior of the polygon. Thus the right half-plane is called the interior half-plane. If we consider ourselves as "walking along" a polygon edge, then we can categorize each of the INTERSECTION points as "entering" or "exiting". This is usually done from the SUBJ polygon's point of view. Thus, as we walk along the SUBJ polygon edge SVi to SVi+1 and we encounter intersection point INTER, we can ask the question - am I "entering" the CLIP polygon or am I "exiting" the CLIP polygon? The second part of computing the intersection point is to classify them as "entering" or "exiting". We create one or two lists - one for entering intersections and one for exiting intersections.

STEP3:

Once the lists are built the basic idea to do the clipping is as follows

Pick an entry from the ENTERING list - it will be an intersection point (and delete it)

Locate that point on the SUBJ list

Trerse the current (SUBJ) list until you find the next intersection point - it should be an exiting or entering point. Output each vertex encountered to some data structure, say POLY

Follow the link from the current (SUBJ) list to the other (CLIP) list and

Continue the trersal until you find the next intersection (Note: delete each entering intersection from the ENTERING list - not the linked lists. By deleting it we will get the distinct intersecting polygons and not duplicate a polygon multiple times).

Terminate the trersal when you get to an intersection that is the SAME as the initial one that yoemoved from the ENTERING list. At this point POLY will he one of the clip regions and can be output.

REPEAT the construction and output of POLY until the ENTERING list is empty.

Remark: For the exterior, try starting with an EXITING point. Start the trersal on the SUBJ list (same direction as the Interior). At what point do you need to use the double link and to trerse in the opite direction? (Hint: look at the CLIP polygon list).

IMPLEMENTATION:

In the below data structures we place all of the verts and intersection points in a 1D array and use the subscript instead of the actual coordinates.

const int MAXVERT = 500;

const int MAXPOLYV = 50;

const int MAXH = 10;

struct Point2D

{float x,y;

};

typedef Point2D Verts[MAXVERT];

enum VerType = ;

typedef struct ClipListRec ClipPtr;

struct ClipListRec

{ int Vindex;

ClipPtr next;

VerType Kind;

float t;

ClipPtr otherList;

}struct Polygon

{ int nVertex;

int vert[MAXPOLYV];

ClipPtr list;

}struct GenPolygon

{ Polygon exterior;

int numHoles;

Polygon Holes[MAXH];

}GenPolygon Sub,Clip;

int entering[MAXVERT],exiting[MAXVERT];

Verts V;

int numVertex = 0; // size of the array of verticies

int clipPoly[MAXVERT]; // a clip polygon

int readPoint();

{ cin >> inX; cin >> inY;

if (numVertex < MAXVERT)

{ V[numVertex].x = inX;

V[numVertex].y = inY;

idNo = numVertex;

numVertex++;

}else

idNo = -1;

return idNo;

}void readPolygon (GenPolygon p)

{ cin >> p.exterior.nVertex;

for (i = 0; i < p.exterior.nVertex; i++)

{ newId = readPoint();

if (newId < 0)

error

else

{ insertAtRear (p.exterior.list,newId);

p.exterior.vert[i] = newId;

}}

// now do the holes basically the same way

. . .

}// the "main" program loop would then be (pseudocode)

while (!EMPTY(entering))

{ nextInter = delete (entering);

SEARCH (SubjectPolygon,nextInter,ptr1);

AddToOutputList (ptr1->. . .)

StartPoint = ptr1->. . .

ptr1 = prt1->next;

while (ptr1->. . . != StartPoint)

{ AddToOutputList (ptr1->. . .);

if (ptr1-> . . == INTERSECTION)

ptr1 = prt1->otherList->next;

else

ptr1 = ptr1->next;

}FixListForOutput();

DrawPolygon();

EmptyOutputList();

}参考资料:

void myinit(void);

void myinint(void)

声明和定义的名称不一样

{glClearColor(0.0,0.0,0.0,0.0);

},3,关于用OpenGL绘制三维图的问题 以下代码为显示一立方体

#include

#include

#include

#include

void myinit(void);

void CALLBACK myreshape(GLsizei w,GLsizei h);

void CALLBACK display(void);

void myinint(void)

{x05glClearColor(0.0,0.0,0.0,0.0);

}void CALLBACK display(void)

{x05glClear(GL_COLOR_BUFFER_BIT);

x05glColor4f(0.2,0.6,1.0,1.0);

x05glRotatef(60.0,1.0,1.0,1.0);

x05auxWireCube(1.0);

x05glFlush();

}void CALLBACK myreshape(GLsizei w,GLsizei h)

{x05glViewport(0,0,w,h);

}void main(void)

{x05auxInitDisplayMode(AUX_SINGLE|AUX_RGBA);

x05auxInitPosition(0,0,400,400);

x05auxInitWindow("sample");

x05myinit();

x05auxReshapeFunc(myreshape);

x05auxMainLoop(display);

}有一以下错误23.obj :error LNK2001:unresolved external symbol "void __cdecl myinit(void)" myinit@@YAXXZ)

Debug/asd.exe :fatal error LNK1120:1 unresolved externals

执行 link.exe 时出错.

void CTes1View::DrawScene()

{glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // 清除屏幕及深度缓存 SwapBuffers(wglGetCurrentDC());

glLoadIdentity(); // 重置

glTranslatef(-1.5f,0.0f,-6.0f); // 左移 1.5 单位,并移入屏幕 6.0

glBegin(GL_TRIANGLES); // 绘制三角形

glVertex3f(0.0f,0.0f,0.0f); // 上顶点

glVertex3f(0.0f, 0.0f,-1.0f); // 左下顶点

glVertex3f(0.0f,1.0f,0.0f); // 右下顶点

glEnd(); // 三角形绘制结束

glFinish();

}

glBegin(GL_TRIANGLES);

glVertex3f(0.0f,0.0f,0.0f);

glVertex3f(0.0f, 0.0f,-1.0f);

glVertex3f(0.0f,1.0f,0.0f);

glEnd();

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