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OpenGL简单实现太阳系模拟

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 #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.bmp
    
 	filename=_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 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;
    
 }
    
    
    
    
    代码解读

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

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