OpenGL简单实现太阳系模拟

2024-03-08 06:10

本文主要是介绍OpenGL简单实现太阳系模拟,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!

#include "stdafx.h"
#include <glut.h>
#include <stdlib.h>
#include "math.h"
#include <gl\glaux.h>	// GLaux库的头文件
#pragma comment( lib, "glaux.lib")		// GLaux连接库//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];	//贴图
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]);//帖图filename=_T("adam.bmp");LoadT8(filename,g_cactus[1]);//帖图filename=_T("hesper.bmp");LoadT8(filename,g_cactus[2]);//帖图filename=_T("earth.bmp");LoadT8(filename,g_cactus[3]);//帖图filename=_T("mars.bmp");LoadT8(filename,g_cactus[4]);//帖图filename=_T("jupiter.bmp");LoadT8(filename,g_cactus[5]);//帖图filename=_T("saturn.bmp");LoadT8(filename,g_cactus[6]);//帖图uranus.bmpfilename=_T("uranus.bmp");LoadT8(filename,g_cactus[7]);//帖图Neptune filename=_T("neptune.bmp");LoadT8(filename,g_cactus[8]);//帖图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)//调8位贴图
{	AUX_RGBImageRec *pImage = NULL;LPCWSTR file=(LPCWSTR)filename;pImage = auxDIBImageLoad(filename);			// 装入位图		if(pImage == NULL)		return false;		// 确保位图数据已经装入glGenTextures(1, &texture);					// 生成纹理glBindTexture    (GL_TEXTURE_2D,texture);	// 捆绑纹理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);	//释放位图占据的内存资源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);              //建立纹理坐标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);              //建立纹理坐标//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 ObjectglTexGeni(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 GenerationglEnable(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;
}


原文链接:http://burningcl.iteye.com/blog/699165

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