绘制部分如下:
void display(void)
{
LoadObj loadobj("L_shape.obj");
loadobj.ComNum();
loadobj.readObj();
glutSwapBuffers();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glTranslatef(1.0, -0.0, -8.0); // !>平移
glScaled(10, 10,10); //!> 缩放
glBegin(GL_POINT);
for (int i = 0; i <loadobj. f_num; i++)
{
cout << "please wait..." << endl;
cout << i << " .............." << endl;
glNormal3f(loadobj.VnArr[loadobj.fNArr[i][0] - 1][0], loadobj.VnArr[loadobj.fNArr[i][0] - 1][1], loadobj.VnArr[loadobj.fNArr[i][0] - 1][2]);
glVertex3f(loadobj.VArr[loadobj.fVArr[i][0] - 1][0], loadobj.VArr[loadobj.fVArr[i][0] - 1][1], loadobj.VArr[loadobj.fVArr[i][0] - 1][2]);
glNormal3f(loadobj.VnArr[loadobj.fNArr[i][1] - 1][0], loadobj.VnArr[loadobj.fNArr[i][1] - 1][1], loadobj.VnArr[loadobj.fNArr[i][0] - 1][2]);
glVertex3f(loadobj.VArr[loadobj.fVArr[i][1] - 1][0], loadobj.VArr[loadobj.fVArr[i][1] - 1][1], loadobj.VArr[loadobj.fVArr[i][1] - 1][2]);
glNormal3f(loadobj.VnArr[loadobj.fNArr[i][2] - 1][0], loadobj.VnArr[loadobj.fNArr[i][2] - 1][1], loadobj.VnArr[loadobj.fNArr[i][2] - 1][2]);
glVertex3f(loadobj.VArr[loadobj.fVArr[i][2] - 1][0], loadobj.VArr[loadobj.fVArr[i][2] - 1][1], loadobj.VArr[loadobj.fVArr[i][2] - 1][2]);
}
glEnd();
glFlush();
}
void display(void)
{
LoadObj loadobj("L_shape.obj");
loadobj.ComNum();
loadobj.readObj();
glutSwapBuffers();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glTranslatef(1.0, -0.0, -8.0); // !>平移
glScaled(10, 10,10); //!> 缩放
glBegin(GL_POINT);
for (int i = 0; i <loadobj. f_num; i++)
{
cout << "please wait..." << endl;
cout << i << " .............." << endl;
glNormal3f(loadobj.VnArr[loadobj.fNArr[i][0] - 1][0], loadobj.VnArr[loadobj.fNArr[i][0] - 1][1], loadobj.VnArr[loadobj.fNArr[i][0] - 1][2]);
glVertex3f(loadobj.VArr[loadobj.fVArr[i][0] - 1][0], loadobj.VArr[loadobj.fVArr[i][0] - 1][1], loadobj.VArr[loadobj.fVArr[i][0] - 1][2]);
glNormal3f(loadobj.VnArr[loadobj.fNArr[i][1] - 1][0], loadobj.VnArr[loadobj.fNArr[i][1] - 1][1], loadobj.VnArr[loadobj.fNArr[i][0] - 1][2]);
glVertex3f(loadobj.VArr[loadobj.fVArr[i][1] - 1][0], loadobj.VArr[loadobj.fVArr[i][1] - 1][1], loadobj.VArr[loadobj.fVArr[i][1] - 1][2]);
glNormal3f(loadobj.VnArr[loadobj.fNArr[i][2] - 1][0], loadobj.VnArr[loadobj.fNArr[i][2] - 1][1], loadobj.VnArr[loadobj.fNArr[i][2] - 1][2]);
glVertex3f(loadobj.VArr[loadobj.fVArr[i][2] - 1][0], loadobj.VArr[loadobj.fVArr[i][2] - 1][1], loadobj.VArr[loadobj.fVArr[i][2] - 1][2]);
}
glEnd();
glFlush();
}