渲染星空背景
void drawbackground()//先关闭深度测试,绘制好星空背景后再开启深度测试,否则由于远近的关系,背景会遮住行星
{
glDisable(GL_DEPTH_TEST); //关闭深度测试;
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, background); //绑定背景纹理
glBegin(GL_QUADS); //将图片四个角的位置设置为正交窗口后裁剪面的四个角;
glTexCoord2d(0.0, 0.0); glVertex3d(-zoom * win_width / win_height, -zoom, -300);
glTexCoord2d(1.0, 0.0); glVertex3d(zoom * win_width / win_height, -zoom, -300);
glTexCoord2d(1.0, 1.0); glVertex3d(zoom * win_width / win_height, zoom, -300);
glTexCoord2d(0.0, 1.0); glVertex3d(-zoom * win_width / win_height, zoom, -300);
glEnd();
glDisable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST); //开启深度测试;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, (float)win_width/win_height, 0.01, 3000);
}
渲染太阳
void drawsun(GLUquadricObj* qobj) //渲染太阳
{
glEnable(GL_TEXTURE_2D); //启用纹理
glRotatef(sunSelfRotationSpeed * sunOrbitAngle, 0.0, 1.0, 0.0); // 沿 Y 轴自转
glPushMatrix();
glRotatef(sunOrbitAngle, 0.0, 1.0, 0.0);
glTranslatef(sunOrbitRadius, 0.0, 0.0);
glBindTexture(GL_TEXTURE_2D,sunTexture);
gluQuadricTexture(qobj, GL_TRUE);
gluSphere(qobj, sunRadius, longitude, latitude);
glPopMatrix();
}
渲染其他行星
void drawplanet(GLUquadricObj* qobj)
{
glEnable(GL_DEPTH_TEST);
// 渲染水星
glPushMatrix();
glRotatef(waterOrbitAngle, 0.0, 1.0, 0.0);
glTranslatef(waterOrbitRadius, 0.0, 0.0);
glRotatef(waterOrbitAngle, 0.0, 1.0, 0.0); // 沿 Y 轴旋转,不需要乘公转角速度
glTranslatef(0.0, 0.0, -sunRadius); // 移动到正确的位置
glRotatef(waterSelfRotationSpeed * waterOrbitAngle, 0.0, 1.0, 0.0); // 沿 Y 轴自转
glBindTexture(GL_TEXTURE_2D, waterTexture);
gluQuadricTexture(qobj, GL_TRUE);
gluSphere(qobj, waterRadius, longitude, latitude);//二次曲面 qobj
glPopMatrix();
// 渲染金星
glPushMatrix();
glRotatef(goldOrbitAngle, 0.0, 1.0, 0.0);
glTranslatef(goldOrbitRadius, 0.0, 0.0);
glRotatef(goldOrbitAngle, 0.0, 1.0, 0.0); // 沿 Y 轴旋转,不需要乘公转角速度
glTranslatef(0.0, 0.0, -sunRadius); // 移动到正确的位置
glRotatef(goldSelfRotationSpeed * goldOrbitAngle, 0.0, 1.0, 0.0); // 沿 Y 轴自转
glBindTexture(GL_TEXTURE_2D, goldTexture);
gluQuadricTexture(qobj, GL_TRUE);
gluSphere(qobj, goldRadius, longitude, latitude);//二次曲面 qobj
glPopMatrix();
// 渲染地球
glPushMatrix();
glRotatef(earthOrbitAngle, 0.0, 1.0, 0.0);
glTranslatef(earthOrbitRadius, 0.0, 0.0);
glRotatef(earthOrbitAngle, 0.0, 1.0, 0.0); // 沿 Y 轴旋转,不需要乘公转角速度
glTranslatef(0.0, 0.0, -sunRadius); // 移动到正确的位置
glRotatef(earthSelfRotationSpeed * Angle, 0.0, 1.0, 0.0); // 自转
glBindTexture(GL_TEXTURE_2D, earthTexture);
gluQuadricTexture(qobj, GL_TRUE);
glMaterialfv(GL_FRONT, GL_DIFFUSE, earthDiffuse);
gluSphere(qobj, earthRadius, longitude, latitude);//二次曲面 qobj
// 渲染月球
glPushMatrix();
glRotatef(moonOrbitAngle, 0.0, 1.0, 0.0);
glTranslatef(moonOrbitRadius, 0.0, 0.0);
glRotatef(moonSelfRotationSpeed * moonOrbitAngle, 0.0, 1.0, 0.0);
glBindTexture(GL_TEXTURE_2D,moonTexture);
gluQuadricTexture(qobj, GL_TRUE);
gluSphere(qobj, moonRadius, longitude,latitude);
glPopMatrix();
// 渲染火星
glPushMatrix();
glRotatef(fireOrbitAngle, 0.0, 1.0, 0.0);
glTranslatef(fireOrbitRadius, 0.0, 0.0);
glRotatef(fireOrbitAngle, 0.0, 1.0, 0.0); // 沿 Y 轴旋转,不需要乘公转角速度
glTranslatef(0.0, 0.0, -sunRadius); // 移动到正确的位置
glRotatef(fireSelfRotationSpeed * fireOrbitAngle, 0.0, 1.0, 0.0); // 沿 Y 轴自转
glBindTexture(GL_TEXTURE_2D, fireTexture);
gluQuadricTexture(qobj, GL_TRUE);
gluSphere(qobj, fireRadius, longitude, latitude);
glPopMatrix();
}
void display()
{
GLUquadricObj* qobj;
qobj = gluNewQuadric();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //清除缓冲
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-zoom* win_width / win_height, zoom* win_width / win_height, -zoom, zoom, -300.0, 300.0); //切换为正交视角;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
drawbackground();
switch(flag) //切换观察视角
{
case(1):
gluLookAt(20.0, 10.0, 10.0, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0); //观察视角
break;
case(-1):
gluLookAt(0.0f, 0.0f, 20.0f,0.0f, 0.0f, 0.0f,0.0f, 1.0f, 0.0f); //换个方向
break;
}
drawsun(qobj); //绘制太阳
drawplanet(qobj); //绘制其他行星
glutSwapBuffers(); //刷新缓冲区
}