#include<GL/glut.h> //OpenGL實用工具包
void init(void)
{
glClearColor(0.0,0.0,0.0,0.0); //指定清除顏色(黑色),即背景顏色
glShadeModel(GL_FLAT); //設置着色模式,採用恆定着色
}
void display(void)
{
GLubyte fly[]={ //32*32位圖的指針,該位圖被視爲0和1組成的掩碼,1表示繪製多邊形中對應的像素,0表示不繪製
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x03,0x80,0x01,0xC0,0x06,0xC0,0x03,0x60,
0x04,0x60,0x06,0x20,0x04,0x30,0x0C,0x20,
0x04,0x18,0x18,0x20,0x04,0x0C,0x30,0x20,
0x04,0x06,0x60,0x20,0x44,0x03,0xC0,0x22,
0x44,0x01,0x80,0x22,0x44,0x01,0x80,0x22,
0x44,0x01,0x80,0x22,0x44,0x01,0x80,0x22,
0x44,0x01,0x80,0x22,0x44,0x01,0x80,0x22,
0x66,0x01,0x80,0x66,0x33,0x01,0x80,0xCC,
0x19,0x81,0x81,0x98,0x0C,0xC1,0x83,0x30,
0x07,0xE1,0x87,0xE0,0x03,0x3F,0xFC,0xC0,
0x03,0x31,0x8C,0xC0,0x03,0x33,0xCC,0xC0,
0x06,0x64,0x26,0x60,0x0C,0xCC,0x33,0x30,
0x18,0xCC,0x33,0x18,0x10,0xC4,0x23,0x08,
0x10,0x63,0xC6,0x08,0x10,0x30,0x0C,0x08,
0x10,0x18,0x18,0x08,0x10,0x00,0x00,0x08};
GLubyte halftone[]={
0xAA,0xAA,0xAA,0xAA,0x55,0x55,0x55,0x55,
0xAA,0xAA,0xAA,0xAA,0x55,0x55,0x55,0x55,
0xAA,0xAA,0xAA,0xAA,0x55,0x55,0x55,0x55,
0xAA,0xAA,0xAA,0xAA,0x55,0x55,0x55,0x55,
0xAA,0xAA,0xAA,0xAA,0x55,0x55,0x55,0x55,
0xAA,0xAA,0xAA,0xAA,0x55,0x55,0x55,0x55,
0xAA,0xAA,0xAA,0xAA,0x55,0x55,0x55,0x55,
0xAA,0xAA,0xAA,0xAA,0x55,0x55,0x55,0x55,
0xAA,0xAA,0xAA,0xAA,0x55,0x55,0x55,0x55,
0xAA,0xAA,0xAA,0xAA,0x55,0x55,0x55,0x55,
0xAA,0xAA,0xAA,0xAA,0x55,0x55,0x55,0x55,
0xAA,0xAA,0xAA,0xAA,0x55,0x55,0x55,0x55,
0xAA,0xAA,0xAA,0xAA,0x55,0x55,0x55,0x55,
0xAA,0xAA,0xAA,0xAA,0x55,0x55,0x55,0x55,
0xAA,0xAA,0xAA,0xAA,0x55,0x55,0x55,0x55,
0xAA,0xAA,0xAA,0xAA,0x55,0x55,0x55,0x55,};
glClear(GL_COLOR_BUFFER_BIT); //清除所有的像素
glColor3f(1.0,1.0,0.0); //繪製顏色
glRectf(25.0,25.0,125.0,125.0);
glEnable(GL_POLYGON_STIPPLE); //啓用多邊形點畫功能
glColor3f(0.0,1.0,1.0); //繪製顏色
glPolygonStipple(fly); //指定點畫模式(默認情況下使用純色繪製填充多邊形),參數是一個指向32*32位圖的指針
glRectf(125.0,25.0,225.0,125.0);
glColor3f(1.0,0.0,1.0); //繪製顏色
glPolygonStipple(halftone);
glRectf(225.0,25.0,325.0,125.0);
glFlush(); //立刻開始處理保存在緩衝區中的OpenGL函數調用
}
void reshape(int w,int h)
{
glViewport(0,0,(GLsizei)w,(GLsizei)h); //爲了選擇一個更小的繪圖區域,在窗口中定義一個像素矩形,將圖像映射到這個矩形中
glMatrixMode(GL_PROJECTION); //指定哪一個矩陣是當前矩陣(GL_PROJECTION,對投影矩陣應用隨後的矩陣操作)
glLoadIdentity(); //將當前的用戶座標系的原點移到了屏幕中心:類似於一個復位操作
gluOrtho2D(0.0,(GLdouble)w,0.0,(GLdouble)h); //將當前的可視空間設置爲正投影空間,這個函數描述了一個平行修剪空間,意味着離觀察者較遠的對象看上去不會變小
}
int main(int argc,char** argv) //注意參數
{
glutInit(&argc,argv); //初始化GLUT並處理命令行參數
glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB); //指定模式:單緩存OR雙緩存;RGBA模式OR顏色索引模式
glutInitWindowSize(350,150); //指定窗口大小(像素)
glutInitWindowPosition(100,100); //指定窗口左上角在屏幕上的位置
glutCreateWindow(argv[0]); //使用OpenGL場景創建一個窗口,參數爲窗口名稱
init(); //調用初始化函數
glutDisplayFunc(display); //註冊用於顯示圖形的回調函數,每當GLUT認爲需要重繪窗口時,都會執行該函數,故應將重繪場景所需調用的函數都放到顯示回調函數中。
glutReshapeFunc(reshape); //重繪回調函數
glutMainLoop(); //進入主循環並處理事件,此時創建的所有窗口都會顯示出來,被渲染到這些窗口中的內容也將顯示出來,程序開始處理事件,註冊的顯示回調函數被觸發
return 0; //ANSI C要求函數main()返回一個int值
}
//補充說明:爲最大限度提高效率,可使用顯示列表來存儲點畫模式
運行結果: