图形学考题整理

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1、OpenGL32.lib GLu32.lib 和 GLaux.lib图形学上机测试题目整理1. 立方体正方体放缩在前面定义:int Angle = 0;int DrawGLSceneglClear;glLoadIdentity;float a=10.0;glClear;/清除颜色和深度缓冲区glEnable;/启用深度检测glMatrixMode;glColor3f;glLoadIdentity;glTranslatef;glScalef;glRotatef;glRotatef;glScalef;glPushMatrix;glBegin;/glColor3f ;/将绘图色设置为红色leftgl

2、Vertex3f;glVertex3f;glVertex3f;glVertex3f;glColor3f ;/将绘图色设置为黄色前面glVertex3f;glVertex3f; glVertex3f;glVertex3f;glColor3f ;/将绘图色设置为绿色backglVertex3f;glVertex3f;glVertex3f;glVertex3f;glColor3f ;/将绘图色设置为兰色upglVertex3f;glVertex3f;glVertex3f;glVertex3f;glColor3f ;/将绘图色设置为青色downglVertex3f;glVertex3f;glVerte

3、x3f;glVertex3f;glColor3f ;/将绘图色设置为紫色右glVertex3f;glVertex3f;glVertex3f;glVertex3f;glEnd;glPopMatrix;if5Angle=-0;Sleep;Angle +=1;/旋转角度增量Sleep;return TRUE;2. 圆锥放缩在前面定义:int Angle = 0;int DrawGLSceneglClear;glLoadIdentity;int a=10;glClear;/清除颜色和深度缓冲区glEnable;/启用深度检测glMatrixMode;glColor3f;glLoadIdentity;g

4、lTranslatef;glScalef;glRotatef;glRotatef;glPushMatrix;/圆柱台glBegin;forfloat j=0;j float k; /k=2/;glColor3f;glVertex3f30*cosf,0, 30*sinf ; glColor3f; glVertex3fAngle*cosf,Angle, Angle*sinf ;/将50改30变圆台 glEnd;glPopMatrix;if50Angle=0;/旋转角度增量elseAngle +=10;Sleep;return TRUE;3. 圆台大到小在前面定义:int Angle = 50;in

5、t DrawGLSceneglClear;glLoadIdentity;int a=10;glClear;glEnable;/启用深度检测glMatrixMode;glColor3f;glLoadIdentity;glTranslatef;glScalef;glRotatef; glRotatef;glPushMatrix;/圆柱台glBegin;forfloat j=0;j float k; /k=2/; glColor3f; glVertex3f50*cosf,-50, 50*sinf ;/将50改30变圆台 glColor3f; glVertex3fAngle*cosf,Angle, A

6、ngle*sinf ;glEnd;glPopMatrix;if0Angle-=10;/旋转角度增量elseAngle=50 ;Sleep;return TRUE;4.圆台前后旋转在前面定义:int Angle = 50;int DrawGLSceneglClear;glLoadIdentity;int a=10;glClear;/清除颜色和深度缓冲区glEnable;/启用深度检测glMatrixMode;glColor3f;glLoadIdentity;glTranslatef;glScalef;glRotatef;glRotatef;glPushMatrix;/圆柱台glBegin;for

7、float j=0;j float k; /k=2/;glColor3f;glVertex3f30*cosf,50, 30*sinf ; glColor3f; glVertex3f50*cosf,-50, 50*sinf ;/将50改30变圆台 glEnd;glPopMatrix;Angle +=15;if360Angle=0;/旋转角度增量Sleep;return TRUE;5圆柱左右旋转在前面定义:int Angle = 50;int DrawGLSceneglClear;glLoadIdentity;int a=10;glClear;glEnable;/启用深度检测glMatrixMod

8、e;glColor3f;glLoadIdentity;glTranslatef;glScalef;glRotatef;glRotatef;glRotatef;glPushMatrix;/圆柱台glBegin;forfloat j=0;j float k; /k=2/;glColor3f;glVertex3f50*cosf,50, 50*sinf ; glColor3f; glVertex3f50*cosf,-50, 50*sinf ;/将50改30变圆台 glEnd;glPopMatrix;Angle -=15;ifAngleAngle=0;/旋转角度增量Sleep;return TRUE;6

9、.球前后旋转在前面定义:int Angle = 50;int DrawGLSceneglClear;glLoadIdentity;int a=10;glClear;/清除颜色和深度缓冲区glEnable;/启用深度检测glMatrixMode;glColor3f;glLoadIdentity;glTranslatef;glScalef;glRotatef;glRotatef;glPushMatrix;/球前后旋转glScalef;float rx,ange1=0;forfloat i=0;i/上下20份float k,j;k=i/20;glBegin;for j=0;j/旋转360度rx=co

10、sf3.1416f/2.0f-3.1416f/20*;glColor3f;glVertex3frx*cosf,/设置顶点1sinf,-rx*sinf;rx=cosf3.1416f/2.0f-3.1416f/20*;glColor3f;glVertex3frx*cosf,/设置顶点2sinf3.1416f/2.0f-3.1416f/20*,-rx*sinf;ange1=3.1416f/180.0f*j;/旋转360度;glEnd;glPopMatrix;Angle +=25;if360Angle=0;/旋转角度增量Sleep;return TRUE;7.球左右旋转.将上一题中的glRotatef

11、;改为glRotatef;将glScalef;改为:glScalef;将Angle +=25;if360Angle=0;/旋转角度增量改为:Angle -=30;ifAngleAngle=0;/旋转角度增量8.半球旋转在前面定义:int Angle = 50;int DrawGLSceneglClear;glLoadIdentity;int a=10;glClear;/清除颜色和深度缓冲区glEnable;/启用深度检测glMatrixMode;glColor3f;glLoadIdentity;glTranslatef;glScalef;glRotatef;glRotatef;glPushMa

12、trix;/半球左右旋转glScalef;float rx,ange1=0;forfloat i=0;i/上下20份float k,j;k=i/10;glBegin;for j=0;j/旋转360度rx=cosf3.1416f/2.0f-3.1416f/20*;glColor3f;glVertex3frx*cosf,/设置顶点1sinf,-rx*sinf; rx=cosf3.1416f/2.0f-3.1416f/20*;glColor3f;glVertex3frx*cosf,/设置顶点2sinf3.1416f/2.0f-3.1416f/20*,-rx*sinf;ange1=3.1416f/18

13、0.0f*j;/旋转360度;glEnd;glPopMatrix;Angle +=15;if360Angle=0;/旋转角度增量Sleep;return TRUE;9. 两个圆锥点对点左右旋转在前面定义:int Angle = 50;int DrawGLSceneglClear;glLoadIdentity;int a=10;glClear;/清除颜色和深度缓冲区glEnable;/启用深度检测glMatrixMode;glColor3f;glLoadIdentity;glTranslatef;glScalef;glRotatef;glRotatef;glRotatef;glPushMatri

14、x;/圆锥glBegin;forfloat j=0;j float k; /k=2/;glColor3f;glVertex3f0*cosf,0, 0*sinf ; glColor3f; glVertex3f50*cosf,80, 50*sinf ;/将50改30变圆台 glColor3f; glEnd;glBegin;forfloat i=0;i float k; /k=2/;glColor3f;glVertex3f0*cosf,0, 0*sinf ; glColor3f; glVertex3f50*cosf,-80, 50*sinf ;/将50改30变圆台 glEnd;glPopMatrix

15、;Angle +=10;if360Angle=0;/旋转角度增量Sleep;return TRUE;10. 两圆锥倒扣旋转在前面定义:int Angle = 50;int DrawGLSceneglClear;glLoadIdentity;int a=10;glClear;/清除颜色和深度缓冲区glEnable;/启用深度检测glMatrixMode;glColor3f;glLoadIdentity;glTranslatef;glScalef;glRotatef;glRotatef;glRotatef;glPushMatrix;/圆锥glBegin;forfloat j=0;j float k

16、; /k=2/;glColor3f;glVertex3f0*cosf,-70, 0*sinf ; glColor3f; glVertex3f50*cosf,0, 50*sinf ;/将50改30变圆台 glColor3f; glEnd;glBegin;forfloat i=0;i float k; /k=2/;glColor3f;glVertex3f0*cosf,70, 0*sinf ;glColor3f; glVertex3f50*cosf,0, 50*sinf ;/将50改30变圆台 glEnd;glPopMatrix;Angle +=10;if360Angle=0;/旋转角度增量Slee

17、p;return TRUE;11. .圆柱加圆锥旋转在前面定义:int Angle = 50;int DrawGLSceneglClear;glLoadIdentity;int a=10;glClear;/清除颜色和深度缓冲区glEnable;/启用深度检测glMatrixMode;glColor3f;glLoadIdentity;glTranslatef;glScalef;glRotatef;glRotatef;glRotatef;glPushMatrix;/圆锥glBegin;forfloat j=0;j float k; /k=2/;glColor3f;glVertex3f50*cosf

18、,0, 50*sinf ;glColor3f; glVertex3f0*cosf,-50, 0*sinf ;/将50改30变圆台 glColor3f; glEnd;/圆柱glBegin;forfloat i=0;i float k; /k=2/;glColor3f;glVertex3f50*cosf,0, 50*sinf ;glColor3f; glVertex3f50*cosf,60, 50*sinf ;/将50改30变圆台 glEnd;glPopMatrix;Angle +=10;if360Angle=0;/旋转角度增量Sleep;return TRUE;12.正六边形前后旋转在前面定义:

19、int Angle = 50;int DrawGLSceneglClear;glLoadIdentity;int a=10;glClear;/清除颜色和深度缓冲区glEnable;/启用深度检测glMatrixMode;glColor3f;glLoadIdentity;glTranslatef;glScalef;glRotatef;glRotatef; glScalef;glPushMatrix;glBegin;glColor3f;glVertex3f;glColor3f;glVertex3f;glColor3f;glVertex3f;glColor3f;glVertex3f;glColor3

20、f;glVertex3f;glColor3f;glVertex3f; glColor3f;glVertex3f;glEnd;glPopMatrix;Angle +=10;if360Angle=0;/旋转角度增量Sleep;return TRUE;13.正六边形左右旋转在前面定义:int Angle = 50;int DrawGLSceneglClear;glLoadIdentity;int a=10;glClear;/清除颜色和深度缓冲glEnable;/启用深度检测glMatrixMode;glColor3f;glLoadIdentity;glTranslatef;glScalef;glRo

21、tatef;glRotatef;glScalef;glPushMatrix;glBegin;glColor3f;glVertex3f;glColor3f;glVertex3f;glColor3f;glVertex3f;glColor3f;glVertex3f;glColor3f;glVertex3f;glColor3f;glVertex3f; glColor3f;glVertex3f;glEnd;glPopMatrix;Angle +=10;if360Angle=0;/旋转角度增量Sleep;return TRUE;14.正六边形沿点旋转在前面定义:int Angle = 50;int Dra

22、wGLSceneglClear;glLoadIdentity;int a=10;glClear;/清除颜色和深度缓冲区glEnable;/启用深度检测glMatrixMode;glColor3f;glLoadIdentity;glTranslatef;glScalef;glRotatef;glRotatef;glScalef;glPushMatrix;glBegin;glColor3f;glVertex3f;glColor3f;glVertex3f;glColor3f;glVertex3f;glColor3f;glVertex3f;glColor3f;glVertex3f;glColor3f;

23、glVertex3f; glColor3f;glVertex3f;glEnd;glPopMatrix;Angle +=10;if360Angle=0;/旋转角度增量Sleep;return TRUE;15.正六边形对半上下旋转在前面定义:int Angle = 50;int DrawGLSceneglClear;glLoadIdentity;int a=10;glClear;/清除颜色和深度缓冲glEnable;/启用深度检测glMatrixMode;glColor3f;glLoadIdentity;glTranslatef;glScalef;glScalef;glPushMatrix;glB

24、egin;glColor3f; glVertex3f; glVertex3f; glVertex3f; glVertex3f; glEnd; glPopMatrix; glRotatef; glPushMatrix; glBegin; glColor3f;glVertex3f; glVertex3f; glVertex3f; glVertex3f;glEnd;glPopMatrix;Angle -=10;ifAngleAngle=0;/旋转角度增量Sleep;return TRUE;16.正六边形对半左右旋转在前面定义:int Angle = 50;int DrawGLSceneglTrans

25、latef;glScalef;glClear;glLoadIdentity;int a=10;glClear;/清除颜色和深度缓冲区glEnable;/启用深度检测glMatrixMode;glColor3f;glLoadIdentity;glTranslatef;glScalef;glScalef;glPushMatrix; glBegin;glColor3f; glVertex3f; glVertex3f; glVertex3f; glVertex3f; glEnd; glPopMatrix; glRotatef; glPushMatrix; glBegin; glColor3f;glVe

26、rtex3f; glVertex3f; glVertex3f; glVertex3f; glEnd;glPopMatrix;Angle -=10;ifAngleAngle=0;/旋转角度增量Sleep;return TRUE;18.正六边形正弦线由左到右在前面定义:int Angle = 0int DrawGLSceneglTranslatef;glScalef;glClear;glLoadIdentity;int a=10;glClear;/清除颜色和深度缓冲区glEnable;/启用深度检测glMatrixMode;glColor3f;glLoadIdentity;glTranslatef

27、;glScalef;glRotatef;glTranslatefAngle,30.0f*sinf,0.0f;glPushMatrix;glBegin;float ang=60*3.142/180; glColor3f ;/将绘图色设置为红色leftglVertex3f10*cosf,10*sin,0.0f;glVertex3f10*cosf,10*sinf,0.0f; glVertex3f10*cosf,10*sinf,0.0f; glVertex3f10*cosf,10*sinf,0.0f; glVertex3f10*cosf,10*sinf,0.0f; glVertex3f10*cosf,

28、10*sinf,0.0f;glEnd;glPopMatrix;if100Angle=-100;Angle +=5;Sleep;return TRUE;19.正六边形余弦线由左到右在前面定义:int Angle = 0int DrawGLSceneglTranslatef;glScalef;glClear;glLoadIdentity;int a=10;glClear;/清除颜色和深度缓冲区glEnable;/启用深度检测glMatrixMode;glColor3f;glLoadIdentity;glTranslatef;glScalef;glRotatef;glTranslatefAngle,

29、30.0f*cosf,0.0f;glPushMatrix;glBegin;float ang=60*3.142/180; glColor3f ;/将绘图色设置为红色leftglVertex3f10*cosf,10*sin,0.0f;glVertex3f10*cosf,10*sinf,0.0f; glVertex3f10*cosf,10*sinf,0.0f; glVertex3f10*cosf,10*sinf,0.0f; glVertex3f10*cosf,10*sinf,0.0f; glVertex3f10*cosf,10*sinf,0.0f; glEnd;glPopMatrix;if100A

30、ngle=-100;Angle +=5;Sleep;return TRUE;20.正六边形顺时针绕圆运动在前面定义:int Angle = 0int DrawGLSceneglTranslatef;glScalef;glClear;glLoadIdentity;int a=10;glClear;/清除颜色和深度缓冲区glEnable;/启用深度检测glMatrixMode;glColor3f;glLoadIdentity;glTranslatef;glScalef;glRotatef;glTranslatef50*sinf,50*cosf,0.0f;glPushMatrix;glBegin;float ang=60*3.142/180; glColor3f ;/将绘图色设置为红色leftglVertex3f10*cosf,10*sin,0.0f;glVertex3f10*cosf,10*sinf,0.0f; glVertex3f10*cosf,10*sinf,0.0f; glVertex3f10*cosf,10*sinf,0.0f; glVertex3f10*cosf,10*sinf,0.0f;

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