2024年3月17日发(作者:)

glutReshapeFunc(reshape);

glutDisplayFunc(display);

glutMainLoop();

return 0;

}

void init (void)

{

glClearColor (0.0, 0.0, 0.0, 0.0);

glClearDepth(1);

glShadeModel(GL_SMOOTH);

GLfloat _ambient[]={1.0,1.0,1.0,1.0};

GLfloat _diffuse[]={1.0,1.0,0.0,1.0};

GLfloat _specular[]={1.0,1.0,1.0,1.0};

GLfloat _position[]={200,200,200,0};

glLightfv(GL_LIGHT0,GL_AMBIENT,_ambient);

glLightfv(GL_LIGHT0,GL_DIFFUSE,_diffuse);

glLightfv(GL_LIGHT0,GL_SPECULAR,_specular);

glLightfv(GL_LIGHT0,GL_POSITION,_position);

glEnable(GL_TEXTURE_2D);

glEnable(GL_LIGHTING);

glEnable(GL_LIGHT0);

glEnable(GL_DEPTH_TEST);

glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);

}

void reshape(int w, int h)

{

glViewport (0, 0, (GLsizei) w, (GLsizei) h);

glMatrixMode(GL_PROJECTION);

glLoadIdentity();

glOrtho(0.0, 500, 0.0, 500, -500, 500);

glMatrixMode(GL_MODELVIEW);

glLoadIdentity();

}

void display(void)

{

glMatrixMode(GL_MODELVIEW);

glLoadIdentity();

glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

glPushMatrix();

{

RenderBone(100, 100, 100, 200, 300, 500);

} glPopMatrix();

glFlush();

glutPostRedisplay();

}

void RenderBone(float x0, float y0, float z0, float x1, float y1, float z1 )

{

GLdouble dir_x = x1 - x0;

GLdouble dir_y = y1 - y0;

GLdouble dir_z = z1 - z0;

GLdouble bone_length = sqrt( dir_x*dir_x + dir_y*dir_y + dir_z*dir_z );

static GLUquadricObj * quad_obj = NULL;

if ( quad_obj == NULL )

quad_obj = gluNewQuadric();

gluQuadricDrawStyle( quad_obj, GLU_FILL );

gluQuadricNormals( quad_obj, GLU_SMOOTH );

glPushMatrix();

// 平移到起始点

glTranslated( x0, y0, z0 );

// 计算长度

double length;

length = sqrt( dir_x*dir_x + dir_y*dir_y + dir_z*dir_z );

if ( length < 0.0001 ) {

dir_x = 0.0; dir_y = 0.0; dir_z = 1.0; length = 1.0;

}

dir_x /= length; dir_y /= length; dir_z /= length;

GLdouble up_x, up_y, up_z;

up_x = 0.0;

up_y = 1.0;

up_z = 0.0;

double side_x, side_y, side_z;

side_x = up_y * dir_z - up_z * dir_y;

side_y = up_z * dir_x - up_x * dir_z;

side_z = up_x * dir_y - up_y * dir_x;

length = sqrt( side_x*side_x + side_y*side_y + side_z*side_z );