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22 changes: 22 additions & 0 deletions 21551045姚苒/secondHomework/secondHomework.sln
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2013
VisualStudioVersion = 12.0.21005.1
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "secondHomework", "secondHomework\secondHomework.vcxproj", "{1D3FB41A-798B-4CE6-AA5D-6A78B0231E88}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Release|Win32 = Release|Win32
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{1D3FB41A-798B-4CE6-AA5D-6A78B0231E88}.Debug|Win32.ActiveCfg = Debug|Win32
{1D3FB41A-798B-4CE6-AA5D-6A78B0231E88}.Debug|Win32.Build.0 = Debug|Win32
{1D3FB41A-798B-4CE6-AA5D-6A78B0231E88}.Release|Win32.ActiveCfg = Release|Win32
{1D3FB41A-798B-4CE6-AA5D-6A78B0231E88}.Release|Win32.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal
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160 changes: 160 additions & 0 deletions 21551045姚苒/secondHomework/secondHomework/main.cpp
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#include <GLTools.h>
#include <gl/glew.h>
#include <gl/glut.h>
#include <gl/glext.h>
#include <GL/GLAUX.H>
#include <cmath>
#include<stdio.h>

#pragma comment (lib,"advapi32.lib")
GLint sun_self_rot = 0;
GLint earth_circle_rot = 0;
GLint earth_self_rot = 0;
GLuint uSunTexture;
GLuint uEarthTexture;
GLUquadricObj* sunTexture;
GLUquadricObj* earthTexture;
AUX_RGBImageRec* sunImage = nullptr;
AUX_RGBImageRec* earthImage = nullptr;


void displayInit()
{
glClearColor(0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_SMOOTH);

sunTexture = gluNewQuadric();
gluQuadricNormals(sunTexture, GL_SMOOTH);
gluQuadricTexture(sunTexture, GL_TRUE);

earthTexture = gluNewQuadric();
gluQuadricNormals(earthTexture, GL_SMOOTH);
gluQuadricTexture(earthTexture, GL_TRUE);

glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);

sunImage = auxDIBImageLoad(L"sunmap.tga");
glGenTextures(1, &uSunTexture);
glBindTexture(GL_TEXTURE_2D, uSunTexture);
glTexImage2D(GL_TEXTURE_2D, 0, 3, sunImage->sizeX, sunImage->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, sunImage->data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

earthImage = auxDIBImageLoad(L"earthmap.tga");
glGenTextures(1, &uEarthTexture);
glBindTexture(GL_TEXTURE_2D, uEarthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, 3, earthImage->sizeX, earthImage->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, earthImage->data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

glEnable(GL_TEXTURE_2D);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);

}

void display()
{

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
{
GLfloat sun_light_position[] = { 0.0f, 0.0f, 0.0f, 1.0f };
GLfloat sun_light_ambient[] = { 0.1f, 0.1f, 0.1f, 1.0f };
GLfloat sun_light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat sun_light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
glLightfv(GL_LIGHT0, GL_POSITION, sun_light_position);
glLightfv(GL_LIGHT0, GL_AMBIENT, sun_light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, sun_light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, sun_light_specular);
}
{
GLfloat sun_mat_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
GLfloat sun_mat_diffuse[] = { 0.0f, 0.0f, 0.0f, 1.0f };
GLfloat sun_mat_specular[] = { 0.0f, 0.0f, 0.0f, 1.0f };
GLfloat sun_mat_emission[] = { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat sun_mat_shininess = 30.0f;
glMaterialfv(GL_FRONT, GL_AMBIENT, sun_mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, sun_mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, sun_mat_specular);
glMaterialfv(GL_FRONT, GL_EMISSION, sun_mat_emission);
glMaterialf(GL_FRONT, GL_SHININESS, sun_mat_shininess);
glRotatef((GLfloat)sun_self_rot, 0, 1, 0);
glBindTexture(GL_TEXTURE_2D, uSunTexture);
gluSphere(sunTexture, 1, 40, 32);
}
glPopMatrix();


glPushMatrix();
{
GLfloat earth_mat_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
GLfloat earth_mat_diffuse[] = { 0.0f, 0.0f, 0.5f, 1.0f };
GLfloat earth_mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat earth_mat_emission[] = { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat earth_mat_shininess = 30.0f;
glMaterialfv(GL_FRONT, GL_AMBIENT, earth_mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, earth_mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, earth_mat_specular);
glMaterialfv(GL_FRONT, GL_EMISSION, earth_mat_emission);
glMaterialf(GL_FRONT, GL_SHININESS, earth_mat_shininess);
}
glBegin(GL_LINE_LOOP);
GLfloat earth_track_angle = 0;
GLint earth_track_num = 100;
GLfloat earth_angle_step = 2 * 3.14f / earth_track_num;
for (earth_track_angle = 0; earth_track_angle < 2 * 3.14; earth_track_angle += earth_angle_step)
glVertex3f(3 * sin(earth_track_angle), 0.0, 3 * cos(earth_track_angle));
glEnd();
glRotatef((GLfloat)earth_circle_rot, 0, 1, 0);
glTranslatef(3, 0, 0);
glRotatef((GLfloat)earth_self_rot, 0, 1, 0);
glBindTexture(GL_TEXTURE_2D, uEarthTexture);
gluSphere(earthTexture, 0.3, 40, 32);
glPopMatrix();

glutSwapBuffers();
glFlush();
}

void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60, (GLfloat)w / (GLfloat)h, 1.0, 20);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//glFrustum(-1,1,-1,1,1.5,20.0);
gluLookAt(0, 5, 5, 0, 0, 0, 0, 1, 0);
}
void changeAngle(int id)
{
earth_circle_rot = (earth_circle_rot + 2) % 360;
earth_self_rot = (earth_self_rot + 2) % 360;
sun_self_rot = (sun_self_rot + 1) % 360;
glutPostRedisplay();
glutTimerFunc(33, changeAngle, 1);
}

int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(800, 600);
glutCreateWindow("���պ�����");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
GLenum err = glewInit();
if (GLEW_OK != err)
{
fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err));
return 1;
}
displayInit();
glutTimerFunc(1, changeAngle, 1);
glutMainLoop();
return 0;
}
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<Link>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<Image Include="C:\Users\King\Desktop\梅花三弄\opengl2015\21451088桂义林\OpenGL_HW4\OpenGL_HW4\earthmap.tga" />
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