OpenGL(glut)模擬太陽系:太陽,地球,月球,火星
阿新 • • 發佈:2018-11-28
GitHub專案地址OpenGL(glut)模擬太陽系:太陽,地球,月球,火星
核心程式碼如下:
// orgin.cpp : 此檔案包含 "main" 函式。程式執行將在此處開始並結束。
//
#include "pch.h"
#include <cstdlib>
#include <cstdio>
#include <cmath>
#include <iostream>
#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
using namespace std;
bool bPersp = false;
int year = 0, day = 0, marsYear = 0;
int speed = 12;
float light_angle = 0;
bool bWire = false;
float light_radius = 8.0;
float eye[] = {5.5, 1.7, 1.7};
float center[] = { 0, 0, 0 };
int wHeight = 0;
int wWidth = 0;
int state = 1;
float star[1000][3] ;
GLUquadricObj *g_text;
void lPosition()
{
float y, z;
y = light_radius * cos(light_angle);
z = light_radius * sin(light_angle);
float light_position[] = { 3.0, y, z, 0.0 };
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
}
void init(void)
{
glClearColor(0.0, 0.0, 0.0, 0.0);
lPosition ();
glShadeModel(GL_SMOOTH);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_COLOR_MATERIAL);
g_text = gluNewQuadric();
}
void init_stars()
{
for (int i = 0; i < 1000; i++)
for (int j = 0; j < 3; j++)
star[i][j] = rand() % 20 - 10;
}
void stars()
{
glBegin(GL_POINTS);
glColor3f(1.0f, 1.0f, 1.0f);
for (int i = 0; i < 1000; ++i) {
glVertex3f(star[i][0], star[i][1], star[i][2]);
}
glEnd();
}
void sun()
{
glPushMatrix();
glColor3f(1.0f, 0.0f, 0.0f);
gluSphere(g_text, 0.7, 32, 32);
glPopMatrix();
}
void earth()
{
glPushMatrix();
glColor3f(0.0f, 0.0f, 1.0f);
glRotatef((GLfloat)year / 10, 0.0, 0.0, 1.0);
glTranslatef(2.1, 0.0, 0.0);
glRotatef((GLfloat)day / 10, 0.0, 0.0, 1.0);
gluSphere(g_text, 0.25, 20, 16);
glColor3f(1.0f, 1.0f, 0.0f);
glRotatef((GLfloat)year / 10, 0.0f, 0.0f, 1.0f);
glRotatef(day / 30.0 * 360.0, 0.0f, 0.0f, 1.0f);
glTranslatef(0.3f, 0.0f, 0.0f);
gluSphere(g_text, 0.06, 20, 16);
glPopMatrix();
}
void mars()
{
glPushMatrix();
glColor3f(166.0 / 256, 119.0 / 356, 67.0 / 256);
glRotatef((GLfloat)marsYear / 10, 0.0, -1.0, 1.0);
glTranslatef(3.2, 1.0, 0.0);
glRotatef((GLfloat)day, 0.0, 0.0, 1.0);
gluSphere(g_text, 0.23, 20, 16);
glPopMatrix();
}
void redraw(void)
{
lPosition();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (bWire) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
else {
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
glColor3f(1.0, 1.0, 1.0);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glEnable(GL_TEXTURE_2D);
stars();
sun();
earth();
mars();
glDisable(GL_TEXTURE_2D);
glutSwapBuffers();
}
void cPosition()
{
glLoadIdentity();
cout << "eye[0] : " << eye[0] << " eye[1] : "
<< eye[1] << " eye[2] : " << eye[2] << endl;
gluLookAt(eye[0], eye[1], eye[2],
center[0], center[1], center[2],
0.0, 0.0, 1.0);
}
void updateView(int width, int height)
{
glViewport(0, 0, (GLsizei)width, (GLsizei)height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (!bPersp) {
gluPerspective(65.0f, (GLfloat)width / (GLfloat)height, 1.0f, 100.0f);
}
else {
glOrtho(-3, 3, -3, 3, -100, 100);
}
glMatrixMode(GL_MODELVIEW);
cPosition();
}
void reshape(int width, int height)
{
wHeight = height;
wWidth = width;
updateView(wWidth, wHeight);
}
void move()
{
year = (year + 8) % 3600;
marsYear = (marsYear + 6) % 3600;
day = (day + 30) % 3600;
}
void keyboard(unsigned char key, int x, int y)
{
switch (key)
{
case 'p': {
bPersp = !bPersp;
updateView(wWidth, wHeight);
break;
}
case 'o': {bWire = !bWire; break; }
case 'w': {
eye[0] += 1;
center[0] += 1;
cPosition();
break;
}
case 'a': {
eye[1] += 1;
center[1] += 1;
cPosition();
break;
}
case 's': {
eye[0] -= 1;
center[0] -= 1;
cPosition();
break;
}
case 'd': {
eye[1] -= 1;
center[1] -= 1;
cPosition();
break;
}
case 'z': {
eye[2] -= 1;
center[2] -= 1;
cPosition();
break;
}
case 'c': {
eye[2] += 1;
center[2] += 1;
cPosition();
break;
}
case 'r':
eye[0] = 5.5;
eye[1] = 1.7;
eye[2] = 1.7;
center[0] = 0;
center[1] = 0;
center[2] = 0;
cPosition();
break;
case 'q': {exit(0); break; }
default:
break;
}
}
void myIdle(void)
{
Sleep(speed);
move();
glutPostRedisplay();
}
int main(int argc, char **argv)
{
cout << "WASDZC change the Camera Position" << endl;
cout << " O change GL_LINE GL_FILL" << endl;
cout << " P change the Perspective orthographic projection" << endl;
cout << " R reset the Camera" << endl;
cout << endl
<< endl
<< "By Zhang Sidan : Nov. 2018" << endl;
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(1080, 680);
glutInitWindowPosition(100, 100);
glutCreateWindow(argv[0]);
init();
init_stars();
glutDisplayFunc(redraw);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutIdleFunc(&myIdle);
glutMainLoop();
return 0;
}