OpenGL32.libGLu32.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:intAngle=0;intDrawGLScene(GLvoid){glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);glLoadIdentity();floata=10.0;glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);//清除颜色和深度缓冲区glEnable(GL_DEPTH_TEST);//启用深度检测glMatrixMode(GL_MODELVIEW);glColor3f(1.0f,0.0f,0.0f);glLoadIdentity();glTranslatef(-0.0f,-0.0f,-22.0f);glScalef(0.05f,0.05f,0.05f);glRotatef(15.0f,1.0f,0.0f,0.0f);glRotatef(35.0f,0.0f,1.0f,0.0f);glScalef(Angle,Angle,Angle);glPushMatrix();glBegin(GL_QUADS);//glColor3f(1.0f,0.0f,0.0f);//将绘图色设置为红色leftglVertex3f(0,0,0);glVertex3f(0,a,0);glVertex3f(0,a,a);glVertex3f(0,0,a);glColor3f(1.0f,1.0f,0.0f);//将绘图色设置为黄色前面glVertex3f(0,a,a);glVertex3f(0,0,a);glVertex3f(a,0,a);glVertex3f(a,a,a);glColor3f(0.0f,1.0f,0.0f);//将绘图色设置为绿色backglVertex3f(0,0,0);glVertex3f(0,a,0);glVertex3f(a,a,0);glVertex3f(a,0,0);glColor3f(0.0f,0.0f,1.0f);//将绘图色设置为兰色upglVertex3f(a,a,0);glVertex3f(0,a,0);glVertex3f(0,a,a);glVertex3f(a,a,a);glColor3f(0.0f,1.0f,1.0f);//将绘图色设置为青色downglVertex3f(0,0,0);glVertex3f(a,0,0);glVertex3f(a,0,a);glVertex3f(0,0,a);glColor3f(1.0f,0.0f,1.0f);//将绘图色设置为紫色右glVertex3f(a,0,a);glVertex3f(a,0,0);glVertex3f(a,a,0);glVertex3f(a,a,a);glEnd();glPopMatrix();if(Angle>5)Angle=-0;Sleep(100);Angle+=1;//旋转角度增量Sleep(100);returnTRUE;}2.圆锥放缩在前面定义:intAngle=0;intDrawGLScene(GLvoid){glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);glLoadIdentity();inta=10;glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);//清除颜色和深度缓冲区glEnable(GL_DEPTH_TEST);//启用深度检测glMatrixMode(GL_MODELVIEW);glColor3f(1.0f,0.0f,0.0f);glLoadIdentity();glTranslatef(-0.0f,-0.0f,-22.0f);glScalef(0.05f,0.05f,0.05f);glRotatef(60.0f,1.0f,0.0f,0.0f);glRotatef(0.0f,0.0f,0.0f,1.0f);glPushMatrix();//圆柱台glBegin(GL_QUAD_STRIP);for(floatj=0;j<363;j++){floatk;//k=2/(j+2);glColor3f(1.0f,1.0f,0.0f);glVertex3f(30*cosf(j*3.1416/180),0,30*sinf(j*3.1416/180));glColor3f(1.0f,0.0f,0.8f);glVertex3f(Angle*cosf(j*3.1416/180),Angle,Angle*sinf(j*3.1416/180));//将50改30变圆台}glEnd();glPopMatrix();if(Angle>50)Angle=0;//旋转角度增量elseAngle+=10;Sleep(100);returnTRUE;}3.圆台大到小在前面定义:intAngle=50;intDrawGLScene(GLvoid){glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);glLoadIdentity();inta=10;glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);glEnable(GL_DEPTH_TEST);//启用深度检测glMatrixMode(GL_MODELVIEW);glColor3f(1.0f,0.0f,0.0f);glLoadIdentity();glTranslatef(-0.0f,-0.0f,-22.0f);glScalef(0.05f,0.05f,0.05f);glRotatef(60.0f,1.0f,0.0f,0.0f);glRotatef(0.0f,0.0f,0.0f,1.0f);glPushMatrix();//圆柱台glBegin(GL_QUAD_STRIP);for(floatj=0;j<363;j++){floatk;//k=2/(j+2);glColor3f(1.0f,1.0f,0.0f);glVertex3f(50*cosf(j*3.1416/180),-50,50*sinf(j*3.1416/180));//将50改30变圆台glColor3f(0.0f,1.0f,0.0f);glVertex3f(Angle*cosf(j*3.1416/180),Angle,Angle*sinf(j*3.1416/180));}glEnd();glPopMatrix();if(Angle>0)Angle-=10;//旋转角度增量elseAngle=50;Sleep(100);returnTRUE;}4.圆台前后旋转在前面定义:intAngle=50;intDrawGLScene(GLvoid){glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);glLoadIdentity();inta=10;glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);//清除颜色和深度缓冲区glEnable(GL_DEPTH_TEST);//启用深度检测glMatrixMode(GL_MODELVIEW);glColor3f(1.0f,0.0f,0.0f);glLoadIdentity();glTranslatef(-0.0f,...