OpenGL簡單實現太陽系模擬
阿新 • • 發佈:2019-02-07
#include "stdafx.h" #include <glut.h> #include <stdlib.h> #include "math.h" #include <gl\glaux.h> // GLaux庫的標頭檔案 #pragma comment( lib, "glaux.lib") // GLaux連線庫 //行星序是水星、金星、地球、火星、木星、土星、天王星、和海王星 //adam,hesper,earth,mars,jupiter,saturn,uranus,neptune static int year = 0, day = 0,adamYear=0,hesperYear=0,marsYear=0,jupiterYear=0,saturnYear=0,uranusYear=0,neptuneYear=0,sunYear=0; float light_angle=0; float light_radius=8.0; float cam_radius=7.0; float cam_radius1; float cam_position[3]; float cam_angle_u=0.3; float cam_angle_v=0.3; int state=1; float star[2000][3]; UINT g_cactus[16]; //貼圖 GLUquadricObj *g_text; void lPosition(); void cPosition(); bool LoadT8(LPCWSTR filename, GLuint &texture); 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(); LPCWSTR filename=_T("sun.bmp"); LoadT8(filename,g_cactus[0]);//帖圖 filename=_T("adam.bmp"); LoadT8(filename,g_cactus[1]);//帖圖 filename=_T("hesper.bmp"); LoadT8(filename,g_cactus[2]);//帖圖 filename=_T("earth.bmp"); LoadT8(filename,g_cactus[3]);//帖圖 filename=_T("mars.bmp"); LoadT8(filename,g_cactus[4]);//帖圖 filename=_T("jupiter.bmp"); LoadT8(filename,g_cactus[5]);//帖圖 filename=_T("saturn.bmp"); LoadT8(filename,g_cactus[6]);//帖圖uranus.bmp filename=_T("uranus.bmp"); LoadT8(filename,g_cactus[7]);//帖圖Neptune filename=_T("neptune.bmp"); LoadT8(filename,g_cactus[8]);//帖圖Neptune } void init_stars() { for ( int i=0; i < 2000; i++ ) { for(int j=0;j<3;j++) { star[i][j]=rand()%20-10; } } } bool LoadT8(LPCWSTR filename, GLuint &texture)//調8位貼圖 { AUX_RGBImageRec *pImage = NULL; LPCWSTR file=(LPCWSTR)filename; pImage = auxDIBImageLoad(filename); // 裝入點陣圖 if(pImage == NULL) return false; // 確保點陣圖資料已經裝入 glGenTextures(1, &texture); // 生成紋理 glBindTexture (GL_TEXTURE_2D,texture); // 捆綁紋理 gluBuild2DMipmaps(GL_TEXTURE_2D,4, pImage->sizeX, pImage->sizeY,GL_RGB, GL_UNSIGNED_BYTE,pImage->data); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); free(pImage->data); //釋放點陣圖佔據的記憶體資源 free(pImage); return true;// 返回true } void material_sun() { GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat mat_shininess[] = { 50.0 }; GLfloat lmodel_ambient[]={1.0,0.0,0.0,1.0}; GLfloat white_light[]={1.0, 1.0,1.0, 1.0}; glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); glMaterialfv(GL_FRONT, GL_DIFFUSE, lmodel_ambient); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); } void material_earth() { GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat mat_shininess[] = { 50.0 }; GLfloat lmodel_ambient[]={0.0,1.0,0.0,1.0}; GLfloat white_light[]={1.0, 1.0,1.0, 1.0}; glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); glMaterialfv(GL_FRONT, GL_DIFFUSE, lmodel_ambient); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); } void stars() { glBegin( GL_POINTS ); glColor3f( 1.0f, 1.0f, 1.0f ); for ( int i=0; i < 2000; ++i ) { glVertex3f( star[i][0], star[i][1], star[i][2] ); } glEnd(); } void sun() { glPushMatrix(); glBindTexture(GL_TEXTURE_2D, g_cactus[0]);// gluSphere(g_text,0.6, 32, 32); /* draw sun */ gluQuadricTexture(g_text,GLU_TRUE); //建立紋理座標 gluQuadricDrawStyle(g_text,GLU_FILL); //用面填充 glPopMatrix(); } void adam() { glPushMatrix(); glBindTexture(GL_TEXTURE_2D, g_cactus[1]);// glRotatef ((GLfloat) adamYear, 0.0, 0.0, 1.0); glTranslatef (0.8, 0.0, 0.0); glRotatef ((GLfloat) day, 0.0, 0.0, 1.0); gluSphere(g_text,0.13, 20, 16); /* draw smaller planet */ glPopMatrix(); } void hesper() { glPushMatrix(); glBindTexture(GL_TEXTURE_2D, g_cactus[2]);// glRotatef ((GLfloat)hesperYear, 0.0, 0.0, 1.0); glTranslatef (1.3, 0.0, 0.0); glRotatef ((GLfloat) day, 0.0, 0.0, 1.0); gluSphere(g_text,0.2, 20, 16); /* draw smaller planet */ glPopMatrix(); } void earth() { glPushMatrix(); glBindTexture(GL_TEXTURE_2D, g_cactus[3]);// glRotatef ((GLfloat) year, 0.0, 0.0, 1.0); glTranslatef (1.8, 0.0, 0.0); glRotatef ((GLfloat) day, 0.0, 0.0, 1.0); //material_earth(); //gluQuadricTexture(g_text,GLU_TRUE); //建立紋理座標 //gluQuadricDrawStyle(g_text,GLU_FILL); //用面填充 gluSphere(g_text,0.16, 20, 16); /* draw smaller planet */ glPopMatrix(); } void mars() { glPushMatrix(); glBindTexture(GL_TEXTURE_2D, g_cactus[4]);// glRotatef ((GLfloat)marsYear, 0.0, 0.0, 1.0); glTranslatef (2.2, 0.0, 0.0); glRotatef ((GLfloat) day, 0.0, 0.0, 1.0); gluSphere(g_text,0.14, 20, 16); /* draw smaller planet */ glPopMatrix(); } void jupiter() { glPushMatrix(); glBindTexture(GL_TEXTURE_2D, g_cactus[5]);// glRotatef ((GLfloat)jupiterYear, 0.0, 0.0, 1.0); glTranslatef (2.7, 0.0, 0.0); glRotatef ((GLfloat) day, 0.0, 0.0, 1.0); gluSphere(g_text,0.22, 20, 16); /* draw smaller planet */ glPopMatrix(); } void park() { glBegin(GL_TRIANGLE_FAN); glVertex3f(0,0,0); for(int i=0;i<=380;i+=20) { float p=(float)(i*3.14/180); glVertex3f((float)sin(p)*0.22,(float)cos(p)*0.22,0.0f); } glEnd(); } void saturn() { glPushMatrix(); glBindTexture(GL_TEXTURE_2D, g_cactus[6]);// glRotatef ((GLfloat) saturnYear, 0.0, 0.0, 1.0); glTranslatef (3.15, 0.0, 0.0); glRotatef ((GLfloat) day, 0.0, 0.0, 1.0); gluSphere(g_text,0.14, 20, 16); /* draw smaller planet */ glRotatef (0.2, 1.0, 0.0, 0.0); //auxSolidCylinder(0.15,0.01) park(); glPopMatrix(); } void uranus() { glPushMatrix(); glBindTexture(GL_TEXTURE_2D, g_cactus[7]);// glRotatef ((GLfloat) uranusYear, 0.0, 0.0, 1.0); glTranslatef (3.55, 0.0, 0.0); glRotatef ((GLfloat) day, 0.0, 0.0, 1.0); gluSphere(g_text,0.12, 20, 16); /* draw smaller planet */ glPopMatrix(); } void neptune() { glPushMatrix(); glBindTexture(GL_TEXTURE_2D, g_cactus[8]);// glRotatef ((GLfloat) neptuneYear, 0.0, 0.0, 1.0); glTranslatef (3.8, 0.0, 0.0); glRotatef ((GLfloat) day, 0.0, 0.0, 1.0); gluSphere(g_text,0.10, 20, 16); /* draw smaller planet */ glPopMatrix(); } 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 display(void) { lPosition(); /////////////////////////////////////////////////////////////////////////////////////////////////////// glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glColor3f (1.0, 1.0, 1.0); glTexGeni(GL_S,GL_TEXTURE_GEN_MODE,GL_OBJECT_LINEAR); //Texturing Contour Anchored To The Object glTexGeni(GL_T,GL_TEXTURE_GEN_MODE,GL_OBJECT_LINEAR); //Texturing Contour Anchored To The Object //glEnable(GL_TEXTURE_GEN_S); //Auto Texture Generation //glEnable(GL_TEXTURE_GEN_T); //Auto Texture Generation glEnable(GL_TEXTURE_2D); /////////////////////////////////////////////////////////////////////////////////////////////////////// stars(); //glBindTexture(GL_TEXTURE_2D, g_cactus[1]); //gluSphere(g_text,0.4,48,48); stars(); sun(); adam(); hesper(); earth(); mars(); jupiter(); saturn(); uranus(); neptune(); /////////////////////////////////////////////////////////////////////////////////////////////////////// glDisable(GL_TEXTURE_2D); //glDisable(GL_TEXTURE_GEN_S); //Auto Texture Generation //glDisable(GL_TEXTURE_GEN_T); glutSwapBuffers(); } void cPosition() { cam_radius1=cam_radius*cos(cam_angle_v); cam_position[0]=cam_radius1*cos(cam_angle_u); cam_position[1]=cam_radius1*sin(cam_angle_u); cam_position[2]=cam_radius*sin(cam_angle_v); glLoadIdentity(); gluLookAt(cam_position[0],cam_position[1],cam_position[2], 0.0, 0.0, 0.0, 0.0, 0.0, 1.0); } void reshape (int w, int h) { glViewport (0, 0, (GLsizei) w, (GLsizei) h); glMatrixMode (GL_PROJECTION); glLoadIdentity (); gluPerspective(60.0, (GLfloat) w/(GLfloat) h, 1.0, 20.0); glMatrixMode(GL_MODELVIEW); cPosition(); } void move() { //adamYear=0,hesperYear=0,marsYear=0,jupiterYear=0,saturnYear=0,uranusYear=0,neptuneYear=0; adamYear=(adamYear+12)%360; hesperYear=(hesperYear+20)%360; year=(year+8)%360; marsYear=(marsYear+6)%360; jupiterYear=(jupiterYear+5)%360; saturnYear=(saturnYear+4)%360; uranusYear=(uranusYear+3)%360; neptuneYear=(neptuneYear+1)%360; day = (day + 30) % 360; } void move1() { //adamYear=0,hesperYear=0,marsYear=0,jupiterYear=0,saturnYear=0,uranusYear=0,neptuneYear=0; adamYear=(adamYear-12)%360; hesperYear=(hesperYear-20)%360; year=(year-8)%360; marsYear=(marsYear-6)%360; jupiterYear=(jupiterYear-5)%360; saturnYear=(saturnYear-4)%360; uranusYear=(uranusYear-3)%360; neptuneYear=(neptuneYear-1)%360; day = (day - 30) % 360; } void keyboard (unsigned char key, int x, int y) { switch (key) { case 'f': day = (day + 10) % 360; glutPostRedisplay(); break; case 'F': day = (day - 10) % 360; glutPostRedisplay(); break; case 'y': year = (year + 5) % 360; glutPostRedisplay(); break; case 'Y': year = (year - 5) % 360; glutPostRedisplay(); break; case 'l': light_angle+=2.0/90; // if(light_position1>1.0)light_position1=0.0; glutPostRedisplay(); break; case 'L': light_angle-=2.0/90; // if(light_position1>1.0)light_position1=0.0; glutPostRedisplay(); break; case 'k': cam_radius+=0.2; cPosition(); glutPostRedisplay(); /*glLoadIdentity(); camera_position+=0.1; gluLookAt(camera_position,camera_position, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);*/ glutPostRedisplay(); break; case 'K': cam_radius-=0.2; cPosition(); glutPostRedisplay(); /*glLoadIdentity(); camera_position-=0.1; gluLookAt(camera_position,camera_position, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);*/ glutPostRedisplay(); break; case'w': cam_angle_v+=1.0/30; if(cam_angle_v>1.0) { cam_angle_v=1.0; } cPosition(); glutPostRedisplay(); break; case's': cam_angle_v-=1.0/30; if(cam_angle_v<-1.0) { cam_angle_v=-1.0; } cPosition(); glutPostRedisplay(); break; case'a': cam_angle_u+=1.0/30; cPosition(); glutPostRedisplay(); break; case'd': cam_angle_u-=1.0/30; cPosition(); glutPostRedisplay(); break; case'r': cam_radius=5.0; cam_angle_u=0; cam_angle_v=0; cPosition(); glutPostRedisplay(); break; case'q': move(); glutPostRedisplay(); break; case'Q': move1(); glutPostRedisplay(); break; case 27: exit(0); break; default: break; } } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize (800, 600); glutInitWindowPosition (100, 100); glutCreateWindow (argv[0]); init (); init_stars(); glutDisplayFunc(display); glutReshapeFunc(reshape); glutKeyboardFunc(keyboard); glutMainLoop(); return 0; }