OpenGL学习笔记(六)太阳 地球 月亮 键盘控制

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#include <iostream>
#define NDEBUG
#include <GL/glut.h>
#include <stdlib.h>

static int year = 0, day = 0, moon = 0;


void init(void)
{
	//glClearColor(0.0, 0.0, 0.0, 0.0);
	//glShadeModel(GL_SMOOTH);
	//Sun
	GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
	GLfloat mat_shininess[] = { 50.0 };
	GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };

	GLfloat Light_Model_Ambient[] = { 0.2f , 0.2f , 0.2f , 1.0f }; //
	glClearColor(0.0, 0.0, 0.0, 0.0);
	glShadeModel(GL_SMOOTH);
	glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
	glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
	glLightfv(GL_LIGHT0, GL_POSITION, light_position);
	glLightModelfv(GL_LIGHT_MODEL_AMBIENT, Light_Model_Ambient); //
	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT0);
	glEnable(GL_DEPTH_TEST);
}

void display(void)
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	//glColor3f(1.0, 1.0, 1.0);

	glPushMatrix();

	{
		GLfloat sun_light_ambient[] = { 1.0, 1.0, 1.0, 1.0 };
		glLightfv(GL_LIGHT0, GL_DIFFUSE, sun_light_ambient);
		//glutWireSphere(1.0, 20, 16);   /* draw sun */
		glRotatef((GLfloat)year, 0.0, 1.0, 0.0);
		glutSolidSphere(1.0, 20, 16);
	}
	{
		GLfloat sun_light_ambient[] = { 0.0, 1.0, 0.0, 0.0 };
		glLightfv(GL_LIGHT0, GL_DIFFUSE, sun_light_ambient);
		glTranslatef(2.0, 0.0, 0.0);
		glRotatef((GLfloat)day, 0.0, 1.0, 0.0);
		//glutWireSphere(0.2, 10, 8);    /* draw earth */
		glutSolidSphere(0.2, 10, 8);
	}

	{
		GLfloat sun_light_ambient[] = { 1.0, 0.0, 0.0, 0.0 };
		glLightfv(GL_LIGHT0, GL_DIFFUSE, sun_light_ambient);
		glTranslatef(1.0, 0.0, 0.0);
		glRotatef((GLfloat)moon, 0.0, 1.0, 0.0);
		//glutWireSphere(0.15, 10, 8);    /* draw moon */
		glutSolidSphere(0.15, 10, 8);
	}
	glPopMatrix();

	//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	//glutSolidTeapot(0.5);

	glFlush();
	glutPostRedisplay();


}

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);
	glLoadIdentity();
	gluLookAt(0.0, 5.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);

	/*glViewport(0, 0, (GLsizei)w, (GLsizei)h);
	/glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	if (w <= h)
		glOrtho(-1.5, 1.5, -1.5 * (GLfloat)h / (GLfloat)w,
			1.5 * (GLfloat)h / (GLfloat)w, -10.0, 10.0);
	else
		glOrtho(-1.5 * (GLfloat)w / (GLfloat)h,
			1.5 * (GLfloat)w / (GLfloat)h, -1.5, 1.5, -10.0, 10.0);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();*/
}

void keyboard(unsigned char key, int x, int y)
{
	switch (key) {
	case 'A':
		day = (day + 10) % 360;
		moon = (moon + 5) % 360;
		glutPostRedisplay();
		break;
	case 'D':
		day = (day - 10) % 360;
		glutPostRedisplay();
		break;
	case 'S':
		year = (year + 5) % 360;
		day = (day + 10) % 360;
		moon = (moon + 5) % 360;
		glutPostRedisplay();
		break;
	case 'Q':
		year = (year - 5) % 360;
		glutPostRedisplay();
		break;
	case 'W':
		moon = (moon + 5) % 360;
		glutPostRedisplay();
		break;
	case 27:
		exit(0);
		break;
	default:
		break;
	}
}

int main(int argc, char** argv)
{
	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);//窗口使用RGB颜色,单缓存和深度缓存
	glutInitWindowSize(800, 600);
	glutInitWindowPosition(100, 100);
	glutCreateWindow(argv[0]);

	init();
	glutDisplayFunc(display);
	glutReshapeFunc(reshape);
	glutKeyboardFunc(keyboard);

	glutMainLoop();
	return 0;
}

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