#include<GL/gl.h>
#include<GL/glu.h>
#include<GL/glut.h>
//float x=0.0;
float a[10]={0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0};//angle of Rotation
float speed[10]={0.0,0.06,0.05,0.04,0.03,0.02,0.01,0.008,0.007,0.006};//speed of Rotation
float radius[10]= {5.0,1.5,1.2,1.0,2.0,1.3,1.0,1.0,1.0,1.0};//planet Size
float distancex[10]={0.0,7.0,10.0,13.0,17.0,22.0,26.0,29.0,32.0,35.0};//DIstance Between Planets
GLfloat red[] = { 1.0, 0.0, 0.0, 1.0 };
GLfloat black[] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat yellow[] = { 1.0, 1.0, 0.0, 1.0 };
GLfloat cyan[] = { 0.0, 1.0, 1.0, 1.0 };
GLfloat white[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat magenta[] = { 1.0, 0.0, 1.0, 1.0 };
GLfloat blue[] = { 0.0, 0.0, 1.0, 1.0 };
GLfloat green[] = { 0.0, 1.0, 0.0, 1.0 };
GLfloat skyblue[] = { 0.2, 0.2, 1.0, 1.0 };
GLfloat mitty[] = { 0.8, 0.8, 1.0, 1.0 };
void display()
{
int i;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
for(i=0;i<10;i++)
{
glPushMatrix();
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE,white);
glutWireTorus(0.001,distancex[i],50,50);
if(i==4)
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE,red);
else if(i==3)
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE,blue);
else if(i==0)
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE,yellow);
else
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE,mitty);
glRotatef(a[i],0.0,0.0,1.0);
glTranslatef(distancex[i],0.0,0.0);
if(i==6)
{
glRotatef(-45,1.0,1.0,0.0);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE,green);
glutWireTorus(0.2,1.5,20,20);
}
glPushMatrix();
glRotatef(a[i],0.0,1.0,0.0);
glutSolidSphere(radius[i],30,10);
glPopMatrix();
glPopMatrix();
}
glutSwapBuffers();
}
void timer(int vaulue)
{
int i;
for(i=1;i<10;i++)
{
a[i] = a[i]+speed[i];
}
glutPostRedisplay();
glutTimerFunc(1000/500,timer,1);
}
void reshape(GLint w, GLint h) {
glViewport(0, 0, w, h);
// glClearColor(1.0,1.0,1.0,1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(5.0,-5.0,10.0,.0,0.0,0.0,0.0,0.0,1.0);
glMatrixMode(GL_PROJECTION);
GLfloat aspect = (GLfloat)(w) / (GLfloat)(h);
glLoadIdentity();
if (w <= h) {
// width is smaller, so stretch out the height
glOrtho(-40.0, 40.0, -40.0/aspect, 40.0/aspect, -40.0, 40.0);
} else {
// height is smaller, so stretch out the width
glOrtho(-40.0*aspect, 40.0*aspect, -40.0, 40.0, -40.0, 40.0);
}
}
void init() {
GLfloat direction[] = { 5.0, 0.0, 0.0, 0.0 };
GLfloat direction1[] = { -5.0, 0.0, 0.0, 0.0 };
glMaterialf(GL_FRONT, GL_SHININESS, 50);
glLightfv(GL_LIGHT0, GL_DIFFUSE,yellow);
glLightfv(GL_LIGHT0, GL_POSITION, direction);
glLightfv(GL_LIGHT1, GL_DIFFUSE,yellow);
glLightfv(GL_LIGHT1, GL_POSITION, direction1);
glEnable(GL_LIGHTING); // so the renderer considers light
glEnable(GL_LIGHT0); // turn LIGHT0 on
glEnable(GL_LIGHT1);
glEnable(GL_DEPTH_TEST); // so the renderer considers depth
}
// The usual application statup code.
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowPosition(80, 80);
glutInitWindowSize(600, 600);
glutCreateWindow("Solar System Simulation");
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutTimerFunc(1000/10,timer,1);
init();
glutMainLoop();
}
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