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