OpenGL模拟太阳系运行

程序要实现的目标功能

1.绘制太阳系中太阳,八大行星及各自的卫星的三维球体模型,包括太阳在内的各天体具备合理的相对位置大小,在各自的运转轨道上有序分布和运行。
2.程序应有较好的动画效果,各大行星和卫星有合理的相对运行速度,整个太阳系模型具有优美的外观和较好的拟真度。
3.程序应具备基本的交互式功能,可以通过键盘和鼠标操作来调整观察视角,可以自由调整观察者与太阳系模型的距离,以及观察的方向。

实现效果:

                             侧面观察


                    顶部观察


程序代码:


#include "glut.h"


#include<math.h>
#include<iostream>
using namespace std;


#define PI 3.14159
void Rotate() ;
//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 float year = 0, day = 0,adamYear=0,hesperYear=0,marsYear=0,jupiterYear=0,saturnYear=0,uranusYear=0,neptuneYear=0,sunYear=0,month=0;
static float mar_satellite_1,mar_satellite_2 ;
float light_angle=0; 
float light_radius=8.0; 
double x=0,y=0;




double aix_x=0.0,aix_y=0.5,aix_z=0.5;


GLdouble angle = 100.0;


/*float theta=-90.0; //圆环旋转角
float angle=10; //左右场景每次旋转角
float sightangle=-90;
float s=10; //前后直走步长
float R=100; 
int inner=10,outer=80;
*/


/*float eyex=0,eyey=0,eyez=outer+4*inner+50;  
float atx=0,aty=0,atz=0;     
float atx1,atz1,eyex1,eyez1;*/


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 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); 
}




void material_sun()                               //设置太阳材质,以下同
{ 
    GLfloat mat_specular[] = { 1.0, 0.0, 0.0, 1.0 };       
    GLfloat mat_shininess[] = { 50.0 };                  
    GLfloat lmodel_ambient[]={1.0,0.0,0.0,1.0};        //太阳颜色为红色      
    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_adam() 
{ 
    GLfloat mat_specular[] = { 1.0, 0.0, 0.0, 1.0 }; 
    GLfloat mat_shininess[] = { 50.0 }; 
    GLfloat lmodel_ambient[]={1.3,1.0,0.2,1.0}; 
    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_hesper() 
{ 
    GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; 
    GLfloat mat_shininess[] = { 50.0 }; 
    GLfloat lmodel_ambient[]={1.0,1.0,1.0,1.0}; 
    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, 0.0, 0.0, 1.0 }; 
    GLfloat mat_shininess[] = { 50.0 }; 
    GLfloat lmodel_ambient[]={0.1,0.2,0.6,1.0}; 
    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_mars() 
{ 
    GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; 
    GLfloat mat_shininess[] = { 50.0 }; 
    GLfloat lmodel_ambient[]={1.0,0.1,0.0,1.0}; 
    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_jupiter() 
{ 
    GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; 
    GLfloat mat_shininess[] = { 50.0 }; 
    GLfloat lmodel_ambient[]={0.8,0.7,0.0,1.0}; 
    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_saturn() 
{ 
    GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; 
    GLfloat mat_shininess[] = { 50.0 }; 
    GLfloat lmodel_ambient[]={0.6,0.6,0.0,1.0}; 
    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_uranus() 
{ 
    GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; 
    GLfloat mat_shininess[] = { 50.0 }; 
    GLfloat lmodel_ambient[]={0.3,0.3,0.7,1.0}; 
    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_neptune() 
{ 
    GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; 
    GLfloat mat_shininess[] = { 50.0 }; 
    GLfloat lmodel_ambient[]={0.0,0.1,1.0,1.0}; 
    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_moon()
{
  GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; 
    GLfloat mat_shininess[] = { 50.0 }; 
    GLfloat lmodel_ambient[]={1.0,1.0,0.0,1.0}; 
    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 material_mar_satellite_1()
{
  GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; 
    GLfloat mat_shininess[] = { 50.0 }; 
    GLfloat lmodel_ambient[]={0.0,1.0,1.0,1.0}; 
    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_mar_satellite_2()
{
  GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; 
    GLfloat mat_shininess[] = { 50.0 }; 
    GLfloat lmodel_ambient[]={0.0,0.0,1.0,1.0}; 
    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_neptune_satellite_1()
{
  GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; 
    GLfloat mat_shininess[] = { 50.0 }; 
    GLfloat lmodel_ambient[]={1.0,0.0,1.0,1.0}; 
    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_neptune_satellite_2()
{
  GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; 
    GLfloat mat_shininess[] = { 50.0 }; 
    GLfloat lmodel_ambient[]={0.0,0.0,1.0,1.0}; 
    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_uranus_satellite_1()
{
  GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; 
    GLfloat mat_shininess[] = { 50.0 }; 
    GLfloat lmodel_ambient[]={0.3,0.2,1.0,1.0}; 
    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_uranus_satellite_2()
{
  GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; 
    GLfloat mat_shininess[] = { 50.0 }; 
    GLfloat lmodel_ambient[]={0.3,0.4,0.0,1.0}; 
    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_jupiter_satellite()
{
  GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; 
    GLfloat mat_shininess[] = { 50.0 }; 
    GLfloat lmodel_ambient[]={0.3,0.6,1.0,1.0}; 
    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_saturn_satellite()
{
  GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; 
    GLfloat mat_shininess[] = { 50.0 }; 
    GLfloat lmodel_ambient[]={0.3,0.6,1.0,1.0}; 
    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 sun()                  //绘制太阳
{ 
    glPushMatrix(); 
material_sun();                               
glTranslatef (-15,0,0);
glRotatef ((GLfloat) day, 0.0, 1.0, 0.0);   //太阳自转
    glutSolidSphere(10, 200, 200);                //画球体        
    glPopMatrix(); 
} 


void adam()               //水星
{ 
    glPushMatrix();
material_adam();              
glTranslatef (-15,0,0);
    glRotatef ((GLfloat) adamYear, aix_x, aix_y, aix_z);    //水星公转周期
    glTranslatef (15,0,0);
glTranslatef (0.2,0,0);
    glRotatef ((GLfloat) day, 0.0, 1.0, 0.0);        //水星自转
glTranslatef (-0.5,0,0);
glTranslatef (0.5,0,0);
    glutSolidSphere(0.5, 20, 16); 
    glPopMatrix();  
} 


void hesper() 
{ 
    glPushMatrix(); 
    material_hesper();
glTranslatef (-15,0,0);
    glRotatef ((GLfloat)hesperYear,aix_x, aix_y, aix_z); 
glTranslatef (15,0,0);
    glTranslatef (0.8,0,0);
    glRotatef ((GLfloat) day, 0.0, 1.0, 0.0); 
glTranslatef (-1,0,0);
glTranslatef (1,0,0);
    glutSolidSphere(0.8, 20, 16);
    glPopMatrix(); 
} 


void earth() 
{ 
    glPushMatrix(); 
    material_earth(); 
glTranslatef (-15,0,0);
    glRotatef ((GLfloat) year, aix_x, aix_y, aix_z); 
glTranslatef (15,0,0);
    glTranslatef (2,0,0); 
    glRotatef ((GLfloat) day, 0.0, 1.0, 0.0);
glTranslatef (-2,0,0);
glTranslatef (2,0,0);
    glutSolidSphere(1.0, 20, 16);               
//  glColor3f(0.0, 1.0, 0.0);


material_moon();                          //绘制月球,以下以同样方法绘制各行星的卫星
     glRotatef(month/100, 0.0, 0.0, 1.0);
     glTranslatef(2, 0.0, 0.0);
     glutSolidSphere(0.3, 10, 10);




glPopMatrix(); 
} 


void mars() 
{ 
   glPushMatrix(); 
   material_mars();
   glTranslatef (-15,0,0);
   glRotatef ((GLfloat)marsYear,aix_x, aix_y, aix_z);
   glTranslatef (15,0,0);
   glTranslatef (7,0,0); 
   glRotatef ((GLfloat) day, 0.0, 1.0, 0.0); 
   glTranslatef (-7,0,0);
   glTranslatef (7,0,0);
   glutSolidSphere(0.6, 20, 16);  
   
    glPushMatrix();
    material_mar_satellite_1();
     glRotatef(month/20, 0.0, 1.0, 0.0);
     glTranslatef(1, 0.0, 0.0);
     glutSolidSphere(0.1, 10, 10);
glPopMatrix(); 


glPushMatrix();
  material_mar_satellite_2();
     glRotatef(month/46, 0.0, 1.0, 0.0);
     glTranslatef(1.5, 0.0, 0.0);
     glutSolidSphere(0.2, 10, 10);
glPopMatrix(); 


   glPopMatrix(); 
}
 
void jupiter() 
{ 
   glPushMatrix(); 
   material_jupiter();
   glTranslatef (-15,0,0);
   glRotatef ((GLfloat)jupiterYear, aix_x, aix_y, aix_z); 
   glTranslatef (15,0,0);
   glTranslatef (13,0,0); 
   glRotatef ((GLfloat) day, 0.0, 1.0, 0.0); 
   glTranslatef (-13,0,0); 
   glTranslatef (13,0,0); 
   glutSolidSphere(2.0, 20, 16);  


    glPushMatrix();


glRotatef(90,1.0,0,0.0);
glutSolidTorus(0.25, 5.0, 5, 64);
glRotatef(-90,1.0,0,0.0);
   
     
/* glutSolidTorus(0.1, 1.25, 10, 64);
glRotatef(-90,1.0,0,0.0);
glRotatef(90,1.0,0,0.0);*/
   

    material_jupiter_satellite();


glRotatef(90,1.0,0,0.0);
     glRotatef(month/58, 0.0, 1.0, 0.0);
     glTranslatef(3, 0.0, 0.0);
     glutSolidSphere(0.6, 10, 10);




/* glutSolidTorus(0.07, 1.65, 10, 64);
glRotatef(-90,1.0,0,0.0);
glPopMatrix();*/


   glPopMatrix(); 
   glPopMatrix();
}


void saturn() 
{ 
     glPushMatrix();
material_saturn();
glTranslatef (-15,0,0);
     glRotatef ((GLfloat) saturnYear, aix_x, aix_y, aix_z); 
glTranslatef (15,0,0);
     glTranslatef (20,0,0); 
     glRotatef ((GLfloat) day, 0.0, 1.0, 0.0);
glTranslatef (-20,0,0); 
glTranslatef (20,0,0); 
glRotatef (0.3, 1.0, 0.0, 0.0);
     glutSolidSphere(1.4, 20, 16);  


    glPushMatrix();


glRotatef(90,1.0,0,0.0);
glutSolidTorus(0.1, 3.0, 5, 64);
glRotatef(-90,1.0,0,0.0);


 
    material_saturn_satellite();
     glRotatef(month/76, 0.0, 1.0, 0.0);
     glTranslatef(2.7, 0.0, 0.0);
     glutSolidSphere(0.4, 10, 10);


     glPopMatrix(); 
glPopMatrix();
} 


void uranus() 
{ 
     glPushMatrix();
material_uranus();
glTranslatef (-15,0,0);
     glRotatef ((GLfloat) uranusYear,aix_x, aix_y, aix_z);
glTranslatef (15,0,0);
     glTranslatef (28,0,0); 
     glRotatef ((GLfloat) day, 0.0, 1.0, 0.0); 
glTranslatef (-28,0,0); 
glTranslatef (28,0,0); 
glRotatef (0.5, 1.0, 0.0, 0.0);
     glutSolidSphere(1.5, 20, 16); 


   glPushMatrix();


glRotatef(90,1.0,0,0.0);
glutSolidTorus(0.1, 3.0, 5, 64);
glRotatef(-90,1.0,0,0.0);


 
    glPushMatrix();
    material_uranus_satellite_1();
     glRotatef(month/108, 0.0, 1.0, 0.0);
     glTranslatef(2, 0.0, 0.0);
     glutSolidSphere(0.23, 10, 10);
glPopMatrix(); 


glPushMatrix();
  material_uranus_satellite_2();
     glRotatef(month/145, 0.0, 1.0, 0.0);
     glTranslatef(3.5, 0.0, 0.0);
     glutSolidSphere(0.35, 10, 10);
glPopMatrix();


     glPopMatrix(); 
glPopMatrix(); 
} 


void neptune() 
{ 
     glPushMatrix();
material_neptune();
glTranslatef (-15,0,0);
     glRotatef ((GLfloat) neptuneYear,aix_x, aix_y, aix_z); 
glTranslatef (15,0,0);
     glTranslatef (32,0,0); 
     glRotatef ((GLfloat) day, 0.0, 1.0, 0.0); 
glTranslatef (-32,0,0); 
glTranslatef (32,0,0); 
glRotatef (0.5, 1.0, 0.0, 0.0);
     glutSolidSphere(1.3, 20, 16);    


   glPushMatrix();


glRotatef(90,1.0,0,0.0);
glutSolidTorus(0.1, 3.0, 5, 64);
glRotatef(-90,1.0,0,0.0);


 
    glPushMatrix();
    material_neptune_satellite_1();
     glRotatef(month/347, 0.0, 1.0, 0.0);
     glTranslatef(2.5, 0.0, 0.0);
     glutSolidSphere(0.35, 10, 10);
glPopMatrix(); 


glPushMatrix();
  material_neptune_satellite_2();
     glRotatef(month/389, 0.0, 1.0, 0.0);
     glTranslatef(3.5, 0.0, 0.0);
     glutSolidSphere(0.3, 10, 10);
glPopMatrix(); 


     glPopMatrix(); 
 glPopMatrix(); 


} 


void display(void) 
{ 
    lPosition(); 
    glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); 




    sun(); 
    adam(); 
    hesper(); 
    earth(); 
    mars(); 
    jupiter(); 
    saturn(); 
    uranus(); 
    neptune(); 


Rotate();


    glutSwapBuffers(); 
} 


void myidle()
{
day+=10.0;
if (day>=360)
day=day-360;


glutPostRedisplay();  
}


void Rotate()          //设置各行星的公转周期
{ 
   //adamYear=0,hesperYear=0,marsYear=0,jupiterYear=0,saturnYear=0,uranusYear=0,neptuneYear=0; 
 //  adamYear=(adamYear+1.2)%360; 
   adamYear+=0.12;
   if(adamYear>=360)
  adamYear-=360;
//   hesperYear=(hesperYear+2)%360; 
   hesperYear+=0.10;
   if(hesperYear>=360)
  hesperYear-=360;
 //  year=(year+0.8)%360;
   year+=0.08;
   if(year>=360)
  year-=360;
//   marsYear=(marsYear+0.6)%360;
   marsYear+=0.06;
   if(marsYear>=360)
  marsYear-=360;


//   jupiterYear=(jupiterYear+0.5)%360; 
    jupiterYear+=0.05;
   if(jupiterYear>=360)
  jupiterYear-=360;
//   saturnYear=(saturnYear+0.4)%360; 
    saturnYear+=0.04;
   if(saturnYear>=360)
  saturnYear-=360;
 //  uranusYear=(uranusYear+0.3)%360; 
   uranusYear+=0.03;
   if(uranusYear>=360)
  uranusYear-=360;
//   neptuneYear=(neptuneYear+0.1)%360; 
    neptuneYear+=0.01;
   if(neptuneYear>=360)
  neptuneYear-=360;
   glutPostRedisplay();                
   month+=0.03;
   if(month>=360)
  month-=360;
} 


void mykeyboard(unsigned char key, int x, int y)  
{
switch(key)
{
case 'U':
case 'u':
aix_y-=0.01;
aix_z+=0.01;
break;
case 'D':
case 'd':
aix_y+=0.01;
aix_z-=0.01;
break;


case 'W':
case 'w':
angle-=10.0;
break;
case 'S':
case 's':
angle+=10.0;
break;
}
    glutPostRedisplay();  
     
}




void reshape (int w, int h)              
{ 
    glViewport (0, 0, (GLsizei) w, (GLsizei) h);                
    glMatrixMode (GL_PROJECTION);                               
    glLoadIdentity ();    

    gluPerspective(angle, (GLfloat) w/(GLfloat) h, 1.0, 200.0); 

    glMatrixMode(GL_MODELVIEW); 
glLoadIdentity();
glTranslatef(0.0,0.0,-50.0);                               
} 








int main(int argc, char** argv) 
{ 
cout<<argc<<endl;
cout<<&argc<<endl;


for(int i=0;i<argc;i++)
{
cout<<*argv[i]<<endl;
}




   glutInit(&argc, argv);                                      
   glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);   
   glutInitWindowSize (800, 600);                              
   glutInitWindowPosition (100, 100);                          
   glutCreateWindow ("solar system");                          
   init (); 
   glutDisplayFunc(display);          
   glutReshapeFunc(reshape);       
   glutIdleFunc(myidle);   
   
   glutKeyboardFunc(mykeyboard);   


   glutMainLoop();                 
   return 0; 
} 






视点变换,旋转,加速减速,星空背景 太阳,光晕 各行星纹理 #include #include #include #include #include #include #include #pragma comment(lib, "winmm.lib") #pragma comment(lib,"wininet") // 纹理图像结构 typedef struct { int imgWidth; // 纹理宽度 int imgHeight; // 纹理高度 unsigned char byteCount; // 每个象素对应的字节数,3:24位图,4:带alpha通道的24位图 unsigned char *data; // 纹理数据 }TEXTUREIMAGE; // BMP文件头 #pragma pack(2) typedef struct { unsigned short bfType; // 文件类型 unsigned long bfSize; // 文件大小 unsigned short bfReserved1; // 保留位 unsigned short bfReserved2; // 保留位 unsigned long bfOffBits; // 数据偏移位置 }BMPFILEHEADER; #pragma pack() // BMP信息头 typedef struct { unsigned long biSize; // 此结构大小 long biWidth; // 图像宽度 long biHeight; // 图像高度 unsigned short biPlanes; // 调色板数量 unsigned short biBitCount; // 每个象素对应的位数,24:24位图,32:带alpha通道的24位图 unsigned long biCompression; // 压缩 unsigned long biSizeImage; // 图像大小 long biXPelsPerMeter;// 横向分辨率 long biYPelsPerMeter;// 纵向分辨率 unsigned long biClrUsed; // 颜色使用数 unsigned long biClrImportant; // 重要颜色数 }BMPINFOHEADER; // 定义窗口的标题、宽度、高度、全屏布尔变量 #define WIN_TITLE "模拟太阳系各星球的转动" const int WIN_WIDTH = 800; const int WIN_HEIGHT = 600; BOOL isFullScreen = FALSE; // 初始不为全屏 #define DEG_TO_RAD 0.017453 float angle=0.0; static GLdouble viewer[]= {0,0,0,0,0}; // 初始化视角 GLUquadricObj *quadric; // 建立二次曲面对象 GLfloat angle_Z; // 星空旋转角度 bool g_bOrbitOn = true; // 控制转动暂停 float g_fSpeedmodifier = 1.0f; // 时间控制 float g_fElpasedTime; double g_dCurrentTime; double g_dLastTime; GLfloat LightAmbient[] = { 1.0f, 1.0f, 1.0f, 0.0f }; // 环境光参数 GLfloat LightDiffuse[] = { 1.0f, 1.0f, 1.0f, 0.0f }; // 漫射光参数 GLfloat LightPosition[] = { 0.0f, 0.0f, 0.0f, 1.0f }; // 光源的位置 // 纹理图象 TEXTUREIMAGE skyImg; TEXTUREIMAGE sunImg; TEXTUREIMAGE rayImg; TEXTUREIMAGE mercuImg; TEXTUREIMAGE venusImg; TEXTUREIMAGE earthImg; TEXTUREIMAGE marsImg; TEXTUREIMAGE jupiterImg; TEXTUREIMAGE saturnImg; TEXTUREIMAGE uranusImg; TEXTUREIMAGE neptuneImg; TEXTUREIMAGE moonImg; GLuint texture[12]; // 纹理数组 // 星球速度定义 static float fSunSpin = 0.0f; // 太阳自转速度 static float fMercuSpin = 0.0f; // 水星自转速度 static float fMercuOrbit = 0.0f; // 水星公转速度 static float fVenusSpin = 0.0f; // 金星自转速度 static float fVenusOrbit = 0.0f; // 金星公转速度 static float fEarthSpin = 0.0f; // 地球自转速度 static float fEarthOrbit = 0.0f; // 地球公转速度 static float fMarsSpin = 0.0f; // 火星自转速度 static float fMarsOrbit = 0.0f; // 火星公转速度 static float fJupiterSpin = 0.0f; // 木星自转速度 static float fJupiterOrbit = 0.0f; // 木星公转速度 static float fSaturnSpin = 0.0f; // 土星自转速度 static float fSaturnOrbit = 0.0f; // 土星公转速度 static float fUranusSpin = 0.0f; // 天王星自转速度 static float fUranusOrbit = 0.0f; // 天王星公转速度 static float fNeptuneSpin = 0.0f; // 海王星自转速度 static float fNeptuneOrbit = 0.0f; // 海王星公转速度 static float fMoonSpin = 0.0f; // 月亮自转速度 static float fMoonOrbit = 0.0f; // 月亮公转速度 void MakeTexture(TEXTUREIMAGE textureImg, GLuint * texName) //转换为纹理 { glPixelStorei(GL_UNPACK_ALIGNMENT, 1); //对齐像素字节函数 glGenTextures(1,texName); //第一个参数指定表明获取多少个连续的纹理标识符 glBindTexture(GL_TEXTURE_2D , *texName); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, textureImg.imgWidth,textureImg.imgHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, textureImg.data); } // 初始化OpenGL void InitGL(void) { glClearColor(0.0f, 0.0f, 0.0f, 0.5f); //设置黑色背景 glClearDepth(2.0f); // 设置深度缓存 glEnable(GL_DEPTH_TEST); //启动深度测试 glDepthFunc(GL_LEQUAL); //深度小或相等的时候渲染 glShadeModel(GL_SMOOTH); //启动阴影平滑 glEnable(GL_CULL_FACE); //开启剔除操作效果 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); //使用质量最好的模式指定颜色和纹理坐标的插值质量 glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); // 设置环境光 glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); // 设置漫反射光 glEnable(GL_LIGHTING); // 打开光照 glEnable(GL_LIGHT1); // 打开光源1 // 载入纹理 glEnable(GL_TEXTURE_2D); // 开启2D纹理映射 MakeTexture(skyImg, &texture;[0]); MakeTexture(sunImg, &texture;[1]); MakeTexture(rayImg, &texture;[2]); MakeTexture(mercuImg, &texture;[3]); MakeTexture(venusImg, &texture;[4]); MakeTexture(earthImg, &texture;[5]); MakeTexture(marsImg, &texture;[6]); MakeTexture(jupiterImg, &texture;[7]); MakeTexture(saturnImg, &texture;[8]); MakeTexture(uranusImg, &texture;[9]); MakeTexture(neptuneImg, &texture;[10]); MakeTexture(moonImg, &texture;[11]); quadric = gluNewQuadric(); // 建立一个曲面对象指针 gluQuadricTexture(quadric, GLU_TRUE); // 建立纹理坐标 gluQuadricDrawStyle(quadric, GLU_FILL); // 面填充 } void Display(void) { glLoadIdentity(); // 设置观察点的位置和观察的方向 gluLookAt(viewer[0],viewer[1],viewer[2],viewer[3],viewer[4],-5,0,1,0); //摄像机x,摄像机y,摄像机z, 目标点x,目标点y,目标点z, 摄像机顶朝向x,摄像机顶朝向y,摄像机顶朝向z // 获得系统时间使太阳系有动态效果 g_dCurrentTime = timeGetTime(); g_fElpasedTime = (float)((g_dCurrentTime - g_dLastTime) * 0.0005); g_dLastTime = g_dCurrentTime; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode( GL_MODELVIEW ); //指定GL_MODELVIEW是下一个矩阵操作的目标 glTranslatef(0.0f, 0.0f, -5.0f); // 将坐标系移入屏幕5.0f glRotatef(10, 1.0f ,0.0f, 0.0f); // 将坐标系绕x轴旋转10度 glEnable(GL_LIGHT0); // 打开光源0 /**********************************绘制背景星空********************************************/ glPushMatrix (); // 当前模型矩阵入栈 glTranslatef(-10.0f, 3.0f, 0.0f); glRotatef(angle_Z, 0.0f, 0.0f, 1.0f); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture[0]); // 星空纹理 glBegin(GL_QUADS); glNormal3f( 0.0f, 0.0f, 1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-50.0f, -50.0f, -50.0f); glTexCoord2f(6.0f, 0.0f); glVertex3f( 50.0f, -50.0f, -50.0f); glTexCoord2f(6.0f, 6.0f); glVertex3f( 50.0f, 50.0f, -50.0f); glTexCoord2f(0.0f, 6.0f); glVertex3f(-50.0f, 50.0f, -50.0f); glEnd(); glBegin(GL_QUADS); glNormal3f( 0.0f, 0.0f, -1.0f); glTexCoord2f(6.0f, 6.0f); glVertex3f(-50.0f, -50.0f, 50.0f); glTexCoord2f(0.0f, 6.0f); glVertex3f( 50.0f, -50.0f, 50.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f( 50.0f, 50.0f, 50.0f); glTexCoord2f(6.0f, 0.0f); glVertex3f(-50.0f, 50.0f, 50.0f); glEnd(); glBegin(GL_QUADS); glNormal3f( 0.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-50.0f, -50.0f, -50.0f); glTexCoord2f(6.0f, 6.0f); glVertex3f( 50.0f, -50.0f, 50.0f); glTexCoord2f(6.0f, 0.0f); glVertex3f( 50.0f, -50.0f, -50.0f); glTexCoord2f(0.0f, 6.0f); glVertex3f(-50.0f, -50.0f, 50.0f); glEnd(); glBegin(GL_QUADS); glNormal3f( 0.0f, -1.0f, 0.0f); glTexCoord2f(6.0f, 6.0f); glVertex3f(-50.0f, 50.0f, -50.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f( 50.0f, 50.0f, 50.0f); glTexCoord2f(0.0f, 6.0f); glVertex3f( 50.0f, 50.0f, -50.0f); glTexCoord2f(6.0f, 0.0f); glVertex3f(-50.0f, 50.0f, 50.0f); glEnd(); glBegin(GL_QUADS); glNormal3f( 1.0f, 0.0f, 0.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-50.0f, -50.0f, -50.0f); glTexCoord2f(6.0f, 6.0f); glVertex3f(-50.0f, 50.0f, 50.0f); glTexCoord2f(0.0f, 6.0f); glVertex3f(-50.0f, -50.0f, 50.0f); glTexCoord2f(6.0f, 0.0f); glVertex3f(-50.0f, 50.0f, -50.0f); glEnd(); glBegin(GL_QUADS); glNormal3f( -1.0f, 0.0f, 0.0f); glTexCoord2f(6.0f, 6.0f); glVertex3f(50.0f, -50.0f, -50.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(50.0f, 50.0f, 50.0f); glTexCoord2f(6.0f, 0.0f); glVertex3f(50.0f, -50.0f, 50.0f); glTexCoord2f(0.0f, 6.0f); glVertex3f(50.0f, 50.0f, -50.0f); glEnd(); glPopMatrix (); // 当前模型矩阵出栈 /**********************************绘制太阳************************************************/ glBindTexture(GL_TEXTURE_2D, texture[2]); // 光晕纹理 glEnable(GL_BLEND); // 开启混合 glDisable(GL_DEPTH_TEST); // 关闭深度测试 // 绘制太阳光晕 glDisable(GL_LIGHTING); // 关闭光照 glBlendFunc(GL_SRC_ALPHA,GL_ONE); // 半透明混合函数 glColor4f(1.0f, 0.5f, 0.0f, 0.5f); // 设置RGBA值 glBegin(GL_QUADS); glNormal3f( 0.0f, 0.0f, 1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glEnd(); glDisable(GL_BLEND); // 关闭混合 glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); // 开启光照 glLightfv(GL_LIGHT1, GL_POSITION, LightPosition); // 设置光源1位置 glBindTexture(GL_TEXTURE_2D, texture[1]); // 太阳纹理 // 将坐标系绕Y轴旋转fSunSpin角度,控制太阳自转 glRotatef(fSunSpin,0.0,1.0,0.0); gluSphere(quadric, 0.3f, 32, 32); // 绘制太阳球体 /**********************************绘制水星************************************************/ glDisable(GL_LIGHT0); glEnable(GL_TEXTURE_2D ); // 开启纹理 glPushMatrix (); // 当前模型视图矩阵入栈 // 将坐标系绕Y轴旋转fMercuOrbit角度,控制水星公转 glRotatef(fMercuOrbit, 0.0f, 1.0f, 0.0f); glRotatef(-90.0f, 1.0f, 0.0f, 0.0f); // 将坐标系绕X轴旋转-90度 glTranslatef(0.5f, 0.0f, 0.0f); // 将坐标系右移0.5f glBindTexture(GL_TEXTURE_2D, texture[3]); // 水星纹理 // 将坐标系绕Z轴旋转fMercuSpin角度 控制水星自转 glRotatef(fMercuSpin , 0.0f, 0.0f, 1.0f); gluSphere(quadric, 0.04f, 32, 32); // 水星球体 glPopMatrix (); // 当前模型视图矩阵出栈 // 绘制轨道 glBegin(GL_LINE_LOOP); for(angle=0;angle<=360;angle++) glVertex3f(0.5f*sin(DEG_TO_RAD*angle),0,0.5f*cos(DEG_TO_RAD*angle)); glEnd(); /**********************************绘制金星************************************************/ glDisable(GL_LIGHT0); glEnable(GL_TEXTURE_2D ); // 开启纹理 glPushMatrix (); // 当前模型视图矩阵入栈 // 将坐标系绕Y轴旋转fVenusOrbit角度,控制金星公转 glRotatef(fVenusOrbit , 0.0f, 1.0f, 0.0f); glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);// 将坐标系绕X轴旋转-90度 glTranslatef(0.8f, 0.0f, 0.0f); // 将坐标系右移0.8f glBindTexture(GL_TEXTURE_2D, texture[4]); // 金星纹理 // 将坐标系绕Z轴旋转fVenusSpin角度,控制金星自转 glRotatef(fVenusSpin , 0.0f, 0.0f, 1.0f); gluSphere(quadric, 0.06f, 32, 32); // 金星球体 glPopMatrix (); glBegin(GL_LINE_LOOP); for(angle=0;angle<=360;angle++) glVertex3f(0.8f*sin(DEG_TO_RAD*angle),0,0.8f*cos(DEG_TO_RAD*angle)); glEnd(); /**********************************绘制地球************************************************/ glDisable(GL_LIGHT0); glEnable(GL_TEXTURE_2D ); // 开启纹理 glPushMatrix (); // 当前模型视图矩阵入栈 // 将坐标系绕Y轴旋转fEarthOrbit角度,控制地球公转 glRotatef(fEarthOrbit , 0.0f, 1.0f, 0.0f); glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);// 将坐标系绕X轴旋转-90度 glTranslatef(1.1f, 0.0f, 0.0f); // 将坐标系右移1.1f glBindTexture(GL_TEXTURE_2D, texture[5]); // 地球纹理 // 将坐标系绕Z轴旋转fEarthSpin角度,控制地球自转 glRotatef(fEarthSpin , 0.0f, 0.0f, 1.0f); gluSphere(quadric, 0.08f, 32, 32); // 地球球体 glPopMatrix (); glBegin(GL_LINE_LOOP); for(angle=0;angle<=360;angle++) glVertex3f(1.1f*sin(DEG_TO_RAD*angle),0,1.1f*cos(DEG_TO_RAD*angle)); glEnd(); /**********************************绘制火星************************************************/ glDisable(GL_LIGHT0); glEnable(GL_TEXTURE_2D ); // 开启纹理 glPushMatrix (); // 当前模型视图矩阵入栈 // 将坐标系绕Y轴旋转fMarsOrbit角度,控制火星公转 glRotatef(fMarsOrbit , 0.0f, 1.0f, 0.0f); glRotatef(-90.0f, 1.0f, 0.0f, 0.0f); // 将坐标系绕X轴旋转-90度 glTranslatef(1.4f, 0.0f, 0.0f); // 将坐标系右移1.4f glBindTexture(GL_TEXTURE_2D, texture[6]); // 火星纹理 // 将坐标系绕Z轴旋转fMarsSpin角度,控制火星自转 glRotatef(fMarsSpin , 0.0f, 0.0f, 1.0f); gluSphere(quadric, 0.04f, 32, 32); // 火星球体 glPopMatrix (); glBegin(GL_LINE_LOOP); for(angle=0;angle<=360;angle++) glVertex3f(1.4f*sin(DEG_TO_RAD*angle),0,1.4f*cos(DEG_TO_RAD*angle)); glEnd(); /**********************************绘制木星************************************************/ glDisable(GL_LIGHT0); glEnable(GL_TEXTURE_2D ); // 开启纹理 glPushMatrix (); // 当前模型视图矩阵入栈 // 将坐标系绕Y轴旋转fJupiterOrbit角度,控制木星公转 glRotatef(fJupiterOrbit , 0.0f, 1.0f, 0.0f); glRotatef(-90.0f, 1.0f, 0.0f, 0.0f); // 将坐标系绕X轴旋转-90度 glTranslatef(1.7f, 0.0f, 0.0f); // 将坐标系右移1.7f glBindTexture(GL_TEXTURE_2D, texture[7]); // 木星纹理 // 将坐标系绕Z轴旋转fJupiterSpin角度,控制木星自转 glRotatef(fJupiterSpin , 0.0f, 0.0f, 1.0f); gluSphere(quadric, 0.13f, 32, 32); // 木星球体 glPopMatrix (); glBegin(GL_LINE_LOOP); for(angle=0;angle<=360;angle++) glVertex3f(1.7f*sin(DEG_TO_RAD*angle),0,1.7f*cos(DEG_TO_RAD*angle)); glEnd(); /**********************************绘制土星************************************************/ glDisable(GL_LIGHT0); glEnable(GL_TEXTURE_2D ); // 开启纹理 glPushMatrix (); // 当前模型视图矩阵入栈 // 将坐标系绕Y轴旋转fSaturnOrbit角度,控制土星公转 glRotatef(fSaturnOrbit , 0.0f, 1.0f, 0.0f); glRotatef(-90.0f, 1.0f, 0.0f, 0.0f); // 将坐标系绕X轴旋转-90度 glTranslatef(1.9f, 0.0f, 0.0f); // 将坐标系右移1.9f glBindTexture(GL_TEXTURE_2D, texture[8]); // 土星纹理 // 将坐标系绕Z轴旋转fSaturnSpin角度,控制土星自转 glRotatef(fSaturnSpin , 0.0f, 0.0f, 1.0f); gluSphere(quadric, 0.1f, 32, 32); // 土星球体 glPopMatrix (); glBegin(GL_LINE_LOOP); for(angle=0;angle<=360;angle++) glVertex3f(1.9f*sin(DEG_TO_RAD*angle),0,1.9f*cos(DEG_TO_RAD*angle)); glEnd(); /**********************************绘制天王星**********************************************/ glDisable(GL_LIGHT0); glEnable(GL_TEXTURE_2D ); // 开启纹理 glPushMatrix (); // 当前模型视图矩阵入栈 // 将坐标系绕Y轴旋转fUranusOrbit角度,控制天王星公转 glRotatef(fUranusOrbit , 0.0f, 1.0f, 0.0f); glRotatef(-90.0f, 1.0f, 0.0f, 0.0f); // 将坐标系绕X轴旋转-90度 glTranslatef(2.1f, 0.0f, 0.0f); // 将坐标系右移2.1f glBindTexture(GL_TEXTURE_2D, texture[9]); // 天王星纹理 // 将坐标系绕Z轴旋转fUranusSpin角度,控制天王星自转 glRotatef(fUranusSpin , 0.0f, 0.0f, 1.0f); gluSphere(quadric, 0.1f, 32, 32); // 天王星球体 glPopMatrix (); glBegin(GL_LINE_LOOP); for(angle=0;angle<=360;angle++) glVertex3f(2.1f*sin(DEG_TO_RAD*angle),0,2.1f*cos(DEG_TO_RAD*angle)); glEnd(); /**********************************绘制海王星**********************************************/ glDisable(GL_LIGHT0); glEnable(GL_TEXTURE_2D ); // 开启纹理 glPushMatrix (); // 当前模型视图矩阵入栈 // 将坐标系绕Y轴旋转fNeptuneOrbit角度,控制海王星公转 glRotatef(fNeptuneOrbit , 0.0f, 1.0f, 0.0f); glRotatef(-90.0f, 1.0f, 0.0f, 0.0f); // 将坐标系绕X轴旋转-90度 glTranslatef(2.3f, 0.0f, 0.0f); // 将坐标系右移2.3f glBindTexture(GL_TEXTURE_2D, texture[10]); // 海王星纹理 // 将坐标系绕Z轴旋转fNeptuneSpin角度,控制海王星自转 glRotatef(fNeptuneSpin , 0.0f, 0.0f, 1.0f); gluSphere(quadric, 0.08f, 32, 32); // 海王星球体 glPopMatrix (); glBegin(GL_LINE_LOOP); for(angle=0;angle<=360;angle++) glVertex3f(2.3f*sin(DEG_TO_RAD*angle),0,2.3f*cos(DEG_TO_RAD*angle)); glEnd(); /**********************************绘制月亮************************************************/ glDisable(GL_LIGHT0); glEnable(GL_TEXTURE_2D ); // glBindTexture(GL_TEXTURE_2D, texture[11]); // 月亮纹理 glPushMatrix (); // 将坐标系绕Y轴旋转fEarthOrbit角度,控制月亮跟随地球 glRotatef(fEarthOrbit , 0.0f, 1.0f, 0.0f); glTranslatef(1.1f, 0.0f, 0.0f); // 将坐标系右移1.1f // 将坐标系绕Y轴旋转fMoonOrbit角度,控制月亮公转 glRotatef(fMoonOrbit , 0.0f, 1.0f, 0.0f); glTranslatef(0.15f, 0.0f, 0.0f); // 将坐标系绕Y轴旋转fMoonSpin角度,控制月亮自转 glBindTexture(GL_TEXTURE_2D, texture[11]); glRotatef(fMoonSpin , 0.0f, 1.0f, 0.0f); gluSphere(quadric, 0.02, 32, 32); // 月亮球体 glPopMatrix (); // 控制各星球转动的速度 if( g_bOrbitOn == true ) { fSunSpin -= g_fSpeedmodifier * (g_fElpasedTime * 10.0f); fMercuSpin -= g_fSpeedmodifier * (g_fElpasedTime * 15.0f); fMercuOrbit -= g_fSpeedmodifier * (g_fElpasedTime * 40.0f); fVenusSpin -= g_fSpeedmodifier * (g_fElpasedTime * 10.0f); fVenusOrbit -= g_fSpeedmodifier * (g_fElpasedTime * 30.0f); fEarthSpin -= g_fSpeedmodifier * (g_fElpasedTime * 100.0f); fEarthOrbit -= g_fSpeedmodifier * (g_fElpasedTime * 20.0f); fMarsSpin -= g_fSpeedmodifier * (g_fElpasedTime * 30.0f); fMarsOrbit -= g_fSpeedmodifier * (g_fElpasedTime * 50.0f); fJupiterSpin -= g_fSpeedmodifier * (g_fElpasedTime * 90.0f); fJupiterOrbit -= g_fSpeedmodifier * (g_fElpasedTime * 35.0f); fSaturnSpin -= g_fSpeedmodifier * (g_fElpasedTime * 90.0f); fSaturnOrbit -= g_fSpeedmodifier * (g_fElpasedTime * 25.0f); fUranusSpin -= g_fSpeedmodifier * (g_fElpasedTime * 70.0f); fUranusOrbit -= g_fSpeedmodifier * (g_fElpasedTime * 15.0f); fNeptuneSpin -= g_fSpeedmodifier * (g_fElpasedTime * 40.0f); fNeptuneOrbit -= g_fSpeedmodifier * (g_fElpasedTime * 5.0f); fMoonSpin -= g_fSpeedmodifier * (g_fElpasedTime * 50.0f); fMoonOrbit -= g_fSpeedmodifier * (g_fElpasedTime * 200.0f); } angle_Z += 0.01f; // 星空旋转 glutSwapBuffers(); // 交换双缓存 glFlush(); } void Reshape(int width, int height) { if (height==0) height=1; // 改变窗口 glViewport(0,0,width,height); // 设置视口 // 设置投影矩阵 glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(viewer[0],viewer[1],viewer[2],viewer[3],viewer[4],-5,0,1,0); } void keyboard(unsigned char key, int x, int y) { switch(key) { case 'r': case 'R': // 视点上下左右移动 if(viewer[0]=-6.0) viewer[0]-=0.5; break; case 'u': case 'U': if(viewer[1]=-6.0) viewer[1]-=0.1; break; case'+': case '=': // 加速,减速,暂停 g_fSpeedmodifier+=1.0f; glutPostRedisplay(); break; case ' ': g_bOrbitOn = !g_bOrbitOn; glutPostRedisplay(); break; case'-': //按'-'减小运行速度 g_fSpeedmodifier-=1.0f; glutPostRedisplay(); break; case VK_ESCAPE: // 按ESC键时退出 exit(0); break; default: break; } } void special_keys(int s_keys, int x, int y) { switch(s_keys) { case GLUT_KEY_F1: // 按F1键时切换窗口/全屏模式 if(isFullScreen) { glutReshapeWindow(WIN_WIDTH, WIN_HEIGHT); glutPositionWindow(30, 30); isFullScreen = FALSE; } else { glutFullScreen(); isFullScreen = TRUE; } break; case GLUT_KEY_RIGHT: // 视角上下左右旋转 if(viewer[3]=-3.0) viewer[3]-=0.1; break; case GLUT_KEY_UP: if(viewer[4]=-4.5) viewer[4]-=0.1; break; default: break; } } void mouse(int btn, int state, int x, int y) // 远近视角 { if(btn==GLUT_RIGHT_BUTTON && state == GLUT_DOWN) viewer[2]+=0.3; if(btn==GLUT_LEFT_BUTTON && state == GLUT_DOWN&&viewer;[2]>=-3.9) viewer[2]-=0.3; } void LoadBmp(char *filename, TEXTUREIMAGE *textureImg) // 载入图片 { int i, j; FILE *file; BMPFILEHEADER bmpFile; BMPINFOHEADER bmpInfo; int pixel_size; // 初始化纹理数据 textureImg->imgWidth = 0; textureImg->imgHeight = 0; if (textureImg->data != NULL) { delete []textureImg->data; } // 打开文件 file = fopen(filename, "rb"); if (file == NULL) { return; } // 获取文件头 rewind(file); fread(&bmpFile;, sizeof(BMPFILEHEADER), 1, file); fread(&bmpInfo;, sizeof(BMPINFOHEADER), 1, file); // 验证文件类型 if (bmpFile.bfType != 0x4D42) { return; } // 获取图像色彩数 pixel_size = bmpInfo.biBitCount >> 3; // 读取文件数据 textureImg->data = new unsigned char[bmpInfo.biWidth * bmpInfo.biHeight * pixel_size]; for(i = 0 ; i < bmpInfo.biHeight; i++) { fseek(file, bmpFile.bfOffBits + (bmpInfo.biHeight - i - 1) * bmpInfo.biWidth * pixel_size, SEEK_SET); for (j = 0; j data + (i * bmpInfo.biWidth + j) * pixel_size + 2, sizeof(unsigned char), 1, file); // 绿色分量 fread(textureImg->data + (i * bmpInfo.biWidth + j) * pixel_size + 1, sizeof(unsigned char), 1, file); // 蓝色分量 fread(textureImg->data + (i * bmpInfo.biWidth + j) * pixel_size + 0, sizeof(unsigned char), 1, file); // Alpha分量 if (pixel_size == 4) { fread(textureImg->data + (i * bmpInfo.biWidth + j) * pixel_size + 3, sizeof(unsigned char), 1, file); } } } // 记录图像相关参数 textureImg->imgWidth = bmpInfo.biWidth; textureImg->imgHeight = bmpInfo.biHeight; textureImg->byteCount = pixel_size; fclose(file); } // 程序主函数 void main(int argc, char** argv) { //读图片 LoadBmp("Picture//Sky.bmp" , &skyImg;); LoadBmp("Picture//Sun.bmp" , &sunImg;); LoadBmp("Picture//Ray.bmp" , &rayImg;); LoadBmp("Picture//Mercu.bmp" , &mercuImg;); LoadBmp("Picture//Venus.bmp" , &venusImg;); //金星 LoadBmp("Picture//Earth.bmp" , &earthImg;); LoadBmp("Picture//Mars.bmp" , &marsImg;); //火星 LoadBmp("Picture//Jupiter.bmp" , &jupiterImg;); //木星 LoadBmp("Picture//Saturn.bmp" , &saturnImg;); //土星 LoadBmp("Picture//Uranus.bmp" , &uranusImg;); //天王星 LoadBmp("Picture//Neptune.bmp" , &neptuneImg;); //海王星 LoadBmp("Picture//Moon.bmp" , &moonImg;); glutInit(&argc;, argv); // 初始化GLUT库 glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH); // 初始化显示模式 glutInitWindowSize(WIN_WIDTH, WIN_HEIGHT); // 初始化窗口大小 glutInitWindowPosition(20,20); // 初始化窗口位置 GLuint window = glutCreateWindow(WIN_TITLE); // 建立窗口 InitGL(); // 初始化OpenGL glutDisplayFunc(Display); glutReshapeFunc(Reshape); glutKeyboardFunc(keyboard); glutSpecialFunc(special_keys); glutMouseFunc(mouse); glutIdleFunc(Display); // 设置窗口空闲时的处理函数 glutMainLoop(); // 进入事件处理循环 }
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