太阳系:Solar System
以太阳(Sun)为中心,由内到外分别是:
水星(Mercury)
金星(Venus)
地球(Earth)
火星(Mars)
木星(Jupiter)
土星(Saturn)
天王星(Uranus)
海王星(Neptune)
冥王星(Pluto)
原来是太阳系九大行星,但是最后一个冥王星被除名,就变成八大行星了~
main.cpp
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 | //#include <windows.h> #include <afx.h> #include <gl/gl.h> #include <gl/glu.h> #include <gl/glut.h> #include <math.h> #pragma comment(linker, "/subsystem:\" windows\ " /entry:\" mainCRTStartup\ "" ) #define glRGB(x, y, z) glColor3ub((GLubyte)x, (GLubyte)y, (GLubyte)z) #define SUN 1 // 太阳 #define MERCURY 2 // 水星 #define VENUS 3 // 金星 #define EARTH 4 // 地球 #define MARS 5 // 火星 #define JUPITER 6 // 木星 #define SATURN 7 // 土星 #define URANUS 8 // 天王星 #define NEPTUNE 9 // 海王星 #define PLUTO 10 // 冥王星 GLfloat fAspect; // Called to draw scene void RenderScene(GLenum mode) { //此处可加gluLookAt()函数 // Save the matrix state and do the rotations glMatrixMode(GL_MODELVIEW); glPushMatrix(); // Translate the whole scene out and into view glTranslatef( 0 .0f, 0 .0f, - 300 .0f); // Initialize the names stack glInitNames(); glPushName( 0 ); // Set material color, Yellow // Draw Sun glRGB( 255 , 255 , 0 ); if (mode == GL_SELECT) glLoadName(SUN); glutSolidSphere( 15 .0f, 15 , 15 ); // Draw Mercury glRGB( 128 , 0 , 0 ); glPushMatrix(); glTranslatef( 20 .0f, 0 .0f, 0 .0f); if (mode == GL_SELECT) glLoadName(MERCURY); glutSolidSphere( 2 .0f, 15 , 15 ); glPopMatrix(); // Draw Venus glPushMatrix(); glRGB( 128 , 128 , 255 ); glTranslatef( 30 .0f, 0 .0f, 0 .0f); if (mode == GL_SELECT) glLoadName(VENUS); glutSolidSphere( 4 .0f, 15 , 15 ); glPopMatrix(); // Draw the Earth glPushMatrix(); glRGB( 0 , 0 , 255 ); glTranslatef( 50 .0f, 0 .0f, 0 .0f); if (mode == GL_SELECT) glLoadName(EARTH); glutSolidSphere( 8 .0f, 15 , 15 ); glPopMatrix(); // Draw Mars glRGB( 255 , 0 , 0 ); glPushMatrix(); glTranslatef( 65 .0f, 0 .0f, 0 .0f); if (mode == GL_SELECT) glLoadName(MARS); glutSolidSphere( 4 .0f, 15 , 15 ); glPopMatrix(); // Draw Jupiter glRGB( 238 , 216 , 174 ); glPushMatrix(); glTranslatef( 80 .0f, 0 .0f, 0 .0f); if (mode == GL_SELECT) glLoadName(JUPITER); glutSolidSphere( 10 .0f, 15 , 15 ); glPopMatrix(); // Draw Saturn glRGB( 255 , 192 , 203 ); glPushMatrix(); glTranslatef( 105 .0f, 0 .0f, 0 .0f); if (mode == GL_SELECT) glLoadName(SATURN); glutSolidSphere( 10 .0f, 15 , 15 ); glPopMatrix(); // Draw Uranus glRGB( 173 , 216 , 230 ); glPushMatrix(); glTranslatef( 130 .0f, 0 .0f, 0 .0f); if (mode == GL_SELECT) glLoadName(URANUS); glutSolidSphere( 12 .0f, 15 , 15 ); glPopMatrix(); // Draw Neptune glRGB( 30 , 144 , 255 ); glPushMatrix(); glTranslatef( 160 .0f, 0 .0f, 0 .0f); if (mode == GL_SELECT) glLoadName(NEPTUNE); glutSolidSphere( 8 .0f, 15 , 15 ); glPopMatrix(); // Draw Pluto glRGB( 238 , 174 , 238 ); glPushMatrix(); glTranslatef( 190 .0f, 0 .0f, 0 .0f); if (mode == GL_SELECT) glLoadName(PLUTO); glutSolidSphere( 12 .0f, 15 , 15 ); glPopMatrix(); // Restore the matrix state glPopMatrix(); // Modelview matrix glutSwapBuffers(); // redraw... glutPostRedisplay(); } void Display( void ) { // Clear the window with current clearing color glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); RenderScene(GL_RENDER); } // Present the information on which planet/sun was selected and displayed void ProcessPlanet(GLuint id) { switch (id) { case SUN: MessageBox( NULL , _T( "You clicked on the Sun!" ), _T( "Info" ), MB_OK | MB_ICONEXCLAMATION); break ; case MERCURY: MessageBox( NULL , _T( "You clicked on Mercury!" ), _T( "Info" ), MB_OK | MB_ICONEXCLAMATION); break ; case VENUS: MessageBox( NULL , _T( "You clicked on Venus!" ), _T( "Info" ), MB_OK | MB_ICONEXCLAMATION); break ; case EARTH: MessageBox( NULL , _T( "You clicked on Earth!" ), _T( "Info" ), MB_OK | MB_ICONEXCLAMATION); break ; case MARS: MessageBox( NULL , _T( "You clicked on Mars!" ), _T( "Info" ), MB_OK | MB_ICONEXCLAMATION); break ; case JUPITER: MessageBox( NULL , _T( "You clicked on Jupiter!" ), _T( "Info" ), MB_OK | MB_ICONEXCLAMATION); break ; case SATURN: MessageBox( NULL , _T( "You clicked on Saturn!" ), _T( "Info" ), MB_OK | MB_ICONEXCLAMATION); break ; case URANUS: MessageBox( NULL , _T( "You clicked on Uranus!" ), _T( "Info" ), MB_OK | MB_ICONEXCLAMATION); break ; case NEPTUNE: MessageBox( NULL , _T( "You clicked on Neptune!" ), _T( "Info" ), MB_OK | MB_ICONEXCLAMATION); break ; case PLUTO: MessageBox( NULL , _T( "You clicked on Pluto!" ), _T( "Info" ), MB_OK | MB_ICONEXCLAMATION); break ; default : MessageBox( NULL , _T( "Nothing was clicked on!" ), _T( "Error" ), MB_OK | MB_ICONEXCLAMATION); break ; } } // Process the selection, which is triggered by a right mouse // click at (xPos, yPos). #define BUFFER_LENGTH 64 void ProcessSelection( int xPos, int yPos) { // Space for selection buffer GLuint selectBuff[BUFFER_LENGTH]; // Hit counter and viewport storeage GLint hits, viewport[ 4 ]; // Setup selection buffer glSelectBuffer(BUFFER_LENGTH, selectBuff); // Get the viewport glGetIntegerv(GL_VIEWPORT, viewport); // Switch to projection and save the matrix glMatrixMode(GL_PROJECTION); glPushMatrix(); // Change render mode glRenderMode(GL_SELECT); // Establish new clipping volume to be unit cube around // mouse cursor point (xPos, yPos) and extending two pixels // in the vertical and horzontal direction glLoadIdentity(); gluPickMatrix(xPos, viewport[ 3 ] - yPos, 2 , 2 , viewport); // Apply perspective matrix gluPerspective( 45 .0f, fAspect, 1 . 0 , 425 . 0 ); // Draw the scene RenderScene(GL_SELECT); // Collect the hits hits = glRenderMode(GL_RENDER); // If a single hit occured, display the info. if (hits >= 1 ) { int choose = selectBuff[ 3 ]; int depth = selectBuff[ 1 ]; for ( int i = 0 ; i < hits ; i++) { if (selectBuff[i * 4 + 1 ] < (GLuint)depth) //获取深度最小的物体(selectBuff是按照ID从小到大排列的) { choose = selectBuff[i * 4 + 3 ]; depth = selectBuff[i * 4 + 1 ]; } } ProcessPlanet(choose); } // Restore the projection matrix glMatrixMode(GL_PROJECTION); glPopMatrix(); // Go back to modelview for normal rendering glMatrixMode(GL_MODELVIEW); } void init( void ) { glClearColor( 0 . 0 , 0 . 0 , 0 . 0 , 0 . 0 ); glEnable(GL_DEPTH_TEST); glShadeModel(GL_FLAT); glDepthRange( 0 . 0 , 1 . 0 ); /* The default z mapping */ } // Process the mouse click void MouseCallback( int button, int state, int x, int y) { if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) ProcessSelection(x, y); } void ChangeSize( int w, int h) { // Prevent a divide by zero if (h == 0 ) h = 1 ; // Set Viewport to window dimensions glViewport( 0 , 0 , w, h); // Calculate aspect ratio of the window fAspect = (GLfloat)w / (GLfloat)h; // Set the perspective coordinate system glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Field of view of 45 degrees, near and far planes 1.0 and 425 gluPerspective( 45 .0f, fAspect, 1 . 0 , 425 . 0 ); // Modelview matrix reset glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } int main( int argc, char *argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize( 600 , 300 ); init(); glutCreateWindow( "Pick a Planet" ); glutReshapeFunc(ChangeSize); glutMouseFunc(MouseCallback); glutDisplayFunc(Display); glutMainLoop(); return 0 ; } |