我在visual studio 2010 win32控制台应用程序中制作了一个太阳能系统项目 我现在想写一些关于行星的信息。
在main
方法中,我有鼠标功能,在绘制每个星球之前,我使用了glLoadName
函数。
目前我点击它的任何地方都说我没有选择任何东西。
所有代码:
#include "SolarSystem.h"
#include "windows.h"
#include <stdio.h>
#include <stdlib.h>
#include<iostream>
using namespace std;
#include <gl/glut.h>
#include <GL/glu.h>
#include <gl/GL.h>
#include <math.h>
// Valori lumina
GLfloat whiteLight[] = { 0.2f, 0.2f, 0.2f, 1.0f };
GLfloat sourceLight[] = { 0.8f, 0.8f, 0.8f, 1.0f };
GLfloat lightPos[] = { 0.0f, 0.0f, 0.0f, 1.0f };
//verificare pt incarcare texturi doar o data
bool texturesCreated = false;
//texturi
GLuint sunTexture;
GLuint mercuryTexture;
GLuint venusTexture;
GLuint earthTexture;
GLuint moonTexture;
GLuint marsTexture;
GLuint jupiterTexture;
GLuint saturnTexture;
GLuint uranusTexture;
GLuint neptuneTexture;
GLuint plutoTexture;
GLuint starsTexture;
//pozitia si rotatia soarelui
GLfloat fSunX = 0.0f;
GLfloat fSunY = 0.0f;
GLfloat fSunZ = -300.0f;
GLfloat fCamX = 0.0f;
GLfloat fCamY = 0.0f;
GLfloat fCamZ = 0.0f;
GLfloat fSunRotX = 0.0f;
GLfloat fSunRotY = 0.0f;
GLfloat fSunRotZ = 0.0f;
//definitii functii
void keyDown(unsigned char, int, int);
unsigned char *LoadBmp(char *fn, int *wi, int *hi);
void GenerateTextures(char *, int);
void InitialiseTextures(void);
void gl_init(int w, int h);
void gl_select(int x, int y);
void mouseClick();
void mousedw(int x, int y, int but);
void list_hits(GLint hits, GLuint *names);
//definitii pt click
#define Sun 1
#define Mercur 2
#define Venus 3
#define Terra 4
#define Moon 5
#define Marte 6
#define Jupiter 7
#define Saturn 8
#define Uranus 9
#define Pluto 10
#define Neptun 11
#define MAXSELECT 100
#define BUFSIZE 512
#define SW 450
#define SH 450
GLuint selectBuf[BUFSIZE];
GLuint buf_selectie[MAXSELECT];
GLint windH;
GLint viewport [4];
// Scena
void RenderScene(void)
{
//picking initializare stiva
glInitNames();
GLUquadricObj* pObj;
// Unghiul de revolutie al planetelor
static float fMoonRot = 0.0f;
static float fEarthRot = 0.0f;
static float fMercuryRot = 0.0f;
static float fVenusRot = 0.0f;
static float fMarsRot = 0.0f;
static float fJupiterRot = 0.0f;
static float fSaturnRot = 0.0f;
static float fUranusRot = 0.0f;
static float fNeptuneRot = 0.0f;
static float fPlutoRot = 0.0f;
//
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//Salvarea matricii cu stari
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
// translatarea scenei in functie de soare
glTranslatef(fSunX, fSunY, fSunZ);
// Soare
glDisable(GL_LIGHTING);
pObj = gluNewQuadric(); //creare obiecte cuadrice pt pObj
gluQuadricTexture(pObj,GL_TRUE);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, sunTexture); //setare textura soare
//Rotatia soarelui in jurul axei sale
glRotatef(fSunRotX, 1.0f, 0.0f, 0.0f); //rotatie soare in jurul axei x
glRotatef(fSunRotY, 0.0f, 1.0f, 0.0f); //rotatie soare in jurul axei y
glRotatef(fSunRotZ, 0.0f, 0.0f, 1.0f); //rotatie soare in jurul axei z
glLoadName(Sun);
gluSphere(pObj, 33.0f, 30, 17); //draw sphere for the sun
glDisable(GL_TEXTURE_2D);
gluDeleteQuadric(pObj); //eliberare obiect pObj
glEnable(GL_LIGHTING);
// mutarea luminii la pozitia soareui
glLightfv(GL_LIGHT0,GL_POSITION,lightPos);
#pragma region skybox
// memorare matrice currenta
glPushMatrix();
glPushAttrib(GL_ENABLE_BIT);
glEnable(GL_TEXTURE_2D);
glColor4f(1,1,1,1);
GLfloat val = 450.0f;
// Render the front quad
glBindTexture(GL_TEXTURE_2D, starsTexture);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3f(val, -val, val);
glTexCoord2f(1, 0); glVertex3f(-val, -val, val);
glTexCoord2f(1, 1); glVertex3f(-val, val, val);
glTexCoord2f(0, 1); glVertex3f(val, val, val);
glEnd();
// Render the left quad
glBindTexture(GL_TEXTURE_2D, starsTexture);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3f(val, -val, -val);
glTexCoord2f(1, 0); glVertex3f(val, -val, val);
glTexCoord2f(1, 1); glVertex3f(val, val, val);
glTexCoord2f(0, 1); glVertex3f(val, val, -val);
glEnd();
// Render the back quad
glBindTexture(GL_TEXTURE_2D, starsTexture);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3f(-val, -val, -val);
glTexCoord2f(1, 0); glVertex3f(val, -val, -val);
glTexCoord2f(1, 1); glVertex3f(val, val, -val);
glTexCoord2f(0, 1); glVertex3f(-val, val, -val);
glEnd();
// Render the right quad
glBindTexture(GL_TEXTURE_2D, starsTexture);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3f(-val, val, -val);
glTexCoord2f(1, 0); glVertex3f(-val, val, val);
glTexCoord2f(1, 1); glVertex3f(-val, -val, val);
glTexCoord2f(0, 1); glVertex3f(-val, -val, -val);
glEnd();
// Render the top quad
glBindTexture(GL_TEXTURE_2D, starsTexture);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3f(val, val, -val);
glTexCoord2f(1, 0); glVertex3f(val, val, val);
glTexCoord2f(1, 1); glVertex3f(-val, val, val);
glTexCoord2f(0, 1); glVertex3f(-val, val, -val);
glEnd();
// Render the bottom quad
glBindTexture(GL_TEXTURE_2D, starsTexture);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3f(-val, -val, -val);
glTexCoord2f(1, 0); glVertex3f(-val, -val, val);
glTexCoord2f(1, 1); glVertex3f(val, -val, val);
glTexCoord2f(0, 1); glVertex3f(val, -val, -val);
glEnd();
// Resetare matrice
glPopAttrib();
glPopMatrix();
#pragma endregion
#pragma region mercury
//Mercur
glPushMatrix(); //salvare matrice
pObj = gluNewQuadric();
gluQuadricTexture(pObj,GL_TRUE);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, mercuryTexture); //setare textura mercur
//coord de rotatie pt mercur
glRotatef(fMercuryRot, 0.0f, 2.0f, 0.3f);
//desenare Mercur
glTranslatef(45.0f,-15.0f,0.0f); //mutare mercur la distanta de soare
glRotatef(270.0f, 1.0f, 0.0f, 0.0f); //rotire
glRotatef(fMercuryRot * 3, 0.0f, 0.0f, 1.0f); //rotatie in jurul axei sale
glLoadName(Mercur);
gluSphere(pObj, 8.0f, 30, 17); //desenare sfera
glDisable(GL_TEXTURE_2D);
gluDeleteQuadric(pObj);
//viteza de rotatie
fMercuryRot += 20.0f;
//resetare rotatie
if(fMercuryRot >= 360.0f)
fMercuryRot = 0.0f;
glPopMatrix(); //resetare matrice
#pragma endregion
#pragma region venus
//Venus
glPushMatrix(); //salvare matrice
pObj = gluNewQuadric();
gluQuadricTexture(pObj,GL_TRUE);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, venusTexture); //setare textura venus
//coord de rotire pt venus
glRotatef(fVenusRot, 0.0f, 1.0f, 0.0f);
//Desenare Venus
glTranslatef(65.0f,0.0f,0.0f); //mutare venus la distanta de soare
glRotatef(270.0f, 1.0f, 0.0f, 0.0f); //rotire
glRotatef(fVenusRot * 3, 0.0f, 0.0f, 1.0f); //rotatie in jurul axei sale
glLoadName(Venus);
gluSphere(pObj, 14.0f, 30, 17); //desenare sfera pt venus
glDisable(GL_TEXTURE_2D);
gluDeleteQuadric(pObj);
//viteza rotire
fVenusRot += 10.0f;
//resetare rotire
if(fVenusRot >= 360.0f)
fVenusRot = 0.0f;
glPopMatrix();
#pragma endregion
#pragma region marte
//Marte
glPushMatrix();
pObj = gluNewQuadric();
gluQuadricTexture(pObj,GL_TRUE);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, marsTexture); //setare textura marte
//coord de rotire pt marte
glRotatef(fMarsRot, 0.0f, 1.0f, 0.3f);
//desenare marte
glTranslatef(130.0f,0.0f,0.0f); //pozitionare marte la distanta de soare
glRotatef(270.0f, 1.0f, 0.0f, 0.0f); //rotatie
glRotatef(fMarsRot * 3, 0.0f, 0.0f, 1.0f); //rotatie in jurul axei sale
glLoadName(Marte);
gluSphere(pObj, 7.0f, 30, 17); //desenare sfera
glDisable(GL_TEXTURE_2D);
gluDeleteQuadric(pObj);
//viteza rotatie
fMarsRot += 4.0f;
//resetare rotatie
if(fMarsRot >= 360.0f)
fMarsRot = 0.0f;
glPopMatrix();
#pragma endregion
#pragma region jupiter
//Jupiter
glPushMatrix();
pObj = gluNewQuadric();
gluQuadricTexture(pObj,GL_TRUE);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, jupiterTexture); //setare textura jupiter
//coord de rotire pt jupiter
glRotatef(fJupiterRot, 0.0f, 1.0f, -0.3f);
//Desenare Jupiter
glTranslatef(200.0f,0.0f,0.0f); //pozitionare jupiter la distanta de soare
glRotatef(270.0f, 1.0f, 0.0f, 0.0f); //rotatie
glRotatef(fJupiterRot * 3, 0.0f, 0.0f, 1.0f); //rotatie in jurul axei sale
glLoadName(Jupiter);
gluSphere(pObj, 22.0f, 30, 17); //desenare sfera
glDisable(GL_TEXTURE_2D);
gluDeleteQuadric(pObj);
//setare viteza de rotatie
fJupiterRot += 2.0f;
//resetare rotatie
if(fJupiterRot >= 360.0f)
fJupiterRot = 0.0f;
glPopMatrix();
#pragma endregion
#pragma region saturn
//Saturn
glPushMatrix();
pObj = gluNewQuadric();
gluQuadricTexture(pObj,GL_TRUE);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, saturnTexture); //setare textura Saturn
//Coord de rotire pt Saturn
glRotatef(fSaturnRot, 0.0f, 0.8f, -0.2f);
//Desenare Saturn
glTranslatef(245.0f,0.0f,0.0f); //setare pozitie Saturn la distanta de soare
glRotatef(270.0f, 1.0f, 0.0f, 0.0f); //Rotatie
glRotatef(fSaturnRot * 3, 0.0f, 0.0f, 1.0f); //rotatie in jurul axei sale
glLoadName(Saturn);
gluSphere(pObj, 20.0f, 30, 17); //desenare sfera
glDisable(GL_TEXTURE_2D);
gluDeleteQuadric(pObj);
//viteza rotatie
fSaturnRot += 1.5f;
//resetare rotatie
if(fSaturnRot >= 360.0f)
fSaturnRot = 0.0f;
glPopMatrix();
#pragma endregion
#pragma region uranus
//Uranus
glPushMatrix();
pObj = gluNewQuadric();
gluQuadricTexture(pObj,GL_TRUE);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, uranusTexture); //setare textura pt Uranus
//coord de rotire pt Uranus
glRotatef(fUranusRot, 0.0f, 0.8f, 0.2f);
//Desenare Uranus
glTranslatef(285.0f,0.0f,0.0f); //pozitionare Uranus la distanta de soare
glRotatef(270.0f, 1.0f, 0.0f, 0.0f); //rotatie
glRotatef(fUranusRot * 3, 0.0f, 0.0f, 1.0f); //rotatie in jurul axei sale
glLoadName(Uranus);
gluSphere(pObj, 10.0f, 30, 17); //desenare sfera
glDisable(GL_TEXTURE_2D);
gluDeleteQuadric(pObj);
//viteza de rotatie
fUranusRot += 1.0f;
//resetare rotatie
if(fUranusRot >= 360.0f)
fUranusRot = 0.0f;
glPopMatrix();
#pragma endregion
#pragma region neptun
//Neptun
glPushMatrix();
pObj = gluNewQuadric();
gluQuadricTexture(pObj,GL_TRUE);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, neptuneTexture); //setare textura pt neptun
//coord de rotatie pt neptun
glRotatef(fNeptuneRot, 0.0f, 0.8f, 0.2f);
//Desenare Neptune
glTranslatef(315.0f,0.0f,0.0f); //setare pozitie la distanta de soare
glRotatef(270.0f, 1.0f, 0.0f, 0.0f); //rotire
glRotatef(fNeptuneRot * 3, 0.0f, 0.0f, 1.0f); //rotatie in jurul axei sale
glLoadName(Neptun);
gluSphere(pObj, 12.0f, 30, 17); //desenare sfera pt neptun
glDisable(GL_TEXTURE_2D);
gluDeleteQuadric(pObj);
//viteza de rotatie
fNeptuneRot += 0.6f;
//resetare rotatie
if(fNeptuneRot >= 360.0f)
fNeptuneRot = 0.0f;
glPopMatrix();
#pragma endregion
#pragma region pluto
//Pluto
glPushMatrix();
pObj = gluNewQuadric();
gluQuadricTexture(pObj,GL_TRUE);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, plutoTexture); //setare textura pt pluto
//coord de rotatie pt Pluto
glRotatef(fPlutoRot, 0.0f, 0.8f, 0.2f);
//Desenare Pluto
glTranslatef(350.0f,0.0f,0.0f); //setare la distanta de soare
glRotatef(270.0f, 1.0f, 0.0f, 0.0f); //rotatie
glRotatef(fPlutoRot * 3, 0.0f, 0.0f, 1.0f); //rotatie in jurul axei sale
glLoadName(Pluto);
gluSphere(pObj, 12.0f, 30, 17); //desenare sfera
glDisable(GL_TEXTURE_2D);
gluDeleteQuadric(pObj);
//viteza de rotatie
fPlutoRot += 0.2f;
//
if(fPlutoRot >= 360.0f)
fPlutoRot = 0.0f;
glPopMatrix();
#pragma endregion
#pragma region Terra
//Pamant
glPushMatrix();
pObj = gluNewQuadric();
gluQuadricTexture(pObj,GL_TRUE);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, earthTexture);//setare textura
// coord de rotire pt pamant
glRotatef(fEarthRot, 0.0f, 1.0f, 0.0f); //rotatie in jurul soarelui
// Desenare Terra
glTranslatef(100.0f,0.0f,0.0f); //setare distanta de soare
glRotatef(270.0f, 1.0f, 0.0f, 0.0f); //rotire
glRotatef(fEarthRot * 3, 0.0f, 0.0f, 1.0f); //rotire in jurul axei sale
glLoadName(Terra);
gluSphere(pObj, 16.0f, 30, 17); //desenare sfera
glDisable(GL_TEXTURE_2D);
gluDeleteQuadric(pObj);
#pragma region earthMoon
// Desenare Luna
pObj = gluNewQuadric();
gluQuadricTexture(pObj,GL_TRUE);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, moonTexture); //setare textura Luna
glRotatef(fMoonRot,0.0f, 0.0f, 1.0f); //rotire luna in jurul pamantului
glTranslatef(25.0f, 0.0f, 0.0f); //distanta fata de pamant
glRotatef(270.0f, 1.0f, 0.0f, 0.0f); //rotire
glRotatef(fMoonRot * 3, 0.0f, 0.0f, 1.0f); //rotire in jurul axei sale
//viteza de rotatie
fMoonRot+= 15.0f;
//
if(fMoonRot >= 360.0f)
fMoonRot = 0.0f;
glLoadName(Moon);
gluSphere(pObj, 4.0f, 30, 17); //desenare sfera pt luna
glDisable(GL_TEXTURE_2D);
gluDeleteQuadric(pObj);
glPopMatrix();
#pragma endregion
//viteza de rotire a pamantului
fEarthRot += 5.0f;
//
if(fEarthRot >= 360.0f)
fEarthRot = 0.0f;
glPopMatrix(); //
#pragma endregion
// Show image
glutSwapBuffers();
}
void SetupRC()
{
//valoare si coord lumina
glEnable(GL_DEPTH_TEST); //
glFrontFace(GL_CCW); // invers acelor de ceasornic (pt sfere)
glEnable(GL_CULL_FACE); //
// on lumina
glEnable(GL_LIGHTING);
// setare lumina
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,whiteLight);
glLightfv(GL_LIGHT0,GL_AMBIENT_AND_DIFFUSE,sourceLight);
glLightfv(GL_LIGHT0,GL_POSITION,lightPos);
glEnable(GL_LIGHT0);
//
glEnable(GL_COLOR_MATERIAL);
//
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
// setare background negru
glClearColor(0.0f, 0.0f, 0.0f, 1.0f );
}
void TimerFunc(int value)
{
glutPostRedisplay();
glutTimerFunc(100, TimerFunc, 1);
}
//posibilitate de minimizare si maximizare de catre user
void ChangeSize(int w, int h)
{
GLfloat fAspect;
//
if(h == 0)
h = 1;
// setare vedere in functie de marimea ferestrei
glViewport(0, 0, w, h);
// aspect in functie de marimea ferestrei
fAspect = (GLfloat)w/(GLfloat)h;
// setare coord pt ferestra
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// modul de vizionare
gluPerspective(45.0f, fAspect, 1.0, 1600.0);
//
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
//void gl_init(int w, int h)
//{
// glClearColor(0.0f, 0.0f, 0.0f, 1.0f );
// glViewport(0, 0, w, h);
//
// glMatrixMode(GL_PROJECTION);
// glLoadIdentity();
//
// gluPerspective(60.0, 1.0, 0.0001, 1000.0);
//
// glMatrixMode(GL_MODELVIEW);
//}
void reshape(int w, int h)
{
glViewport (0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective (60.0, (GLfloat) w/(GLfloat) h, 0.0001, 1000.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void list_hits(GLint hits, GLuint *names)
{
printf("%d hits:\n", hits);
switch(hits)
{
case Mercur:
cout<<"Ati selectat Planeta Mercur"<<endl;
break;
case Sun:
cout<<"Ati selectat Soarele"<<endl;
break;
case Saturn:
cout<<"Ati selectat Planeta Saturn"<<endl;
break;
case Neptun:
cout<<"Ati selectat Planeta Neptun"<<endl;
break;
case Uranus:
cout<<"Ati selectat Planeta Uranus"<<endl;
break;
case Jupiter:
cout<<"Ati selectat Planeta Jupiter"<<endl;
break;
case Marte:
cout<<"Ati selectat Planeta Marte"<<endl;
break;
case Venus:
cout<<"Ati selectat Planeta Venus"<<endl;
break;
case Pluto:
cout<<"Ati selectat Planeta Pluto"<<endl;
break;
case Terra:
cout<<"Ati selectat Planeta Pamant"<<endl;
break;
case Moon:
cout<<"Ati selectat Luna"<<endl;
break;
default:
cout<<"Nu ati selectat nimic"<<endl;
break;
}
}
//void gl_select(int x, int y)
//{
// GLuint buff[64] = {0};
// GLint hits, view[4];
//
// /*
// This choose the buffer where store the values for the selection data
// */
// glSelectBuffer(64, buff);
//
// /*
// This retrieve info about the viewport
// */
// glGetIntegerv(GL_VIEWPORT, view);
//
// /*
// Switching in selecton mode
// */
// glRenderMode(GL_SELECT);
//
// /*
// Clearing the name's stack
// This stack contains all the info about the objects
// */
// glInitNames();
//
// /*
// Now fill the stack with one element (or glLoadName will generate an error)
// */
// glLoadName(0);
//
// /*
// Now modify the vieving volume, restricting selection area around the cursor
// */
// glMatrixMode(GL_PROJECTION);
// glPushMatrix();
// glLoadIdentity();
//
// /*
// restrict the draw to an area around the cursor
// */
// gluPickMatrix(x, y, 0.2, 0.2, view);
// gluPerspective(60, 0.5, 0.0001, 1000.0);
//
// /*
// Draw the objects onto the screen
// */
// glMatrixMode(GL_MODELVIEW);
//
// /*
// draw only the names in the stack, and fill the array
// */
// glutSwapBuffers();
// RenderScene();
//
// /*
// Do you remeber? We do pushMatrix in PROJECTION mode
// */
// glMatrixMode(GL_PROJECTION);
// glPopMatrix();
//
// /*
// get number of objects drawed in that area
// and return to render mode
// */
// hits = glRenderMode(GL_RENDER);
//
// /*
// Print a list of the objects
// */
// list_hits(hits, buff);
//
// /*
// uncomment this to show the whole buffer
// * /
// gl_selall(hits, buff);
// */
//
// glMatrixMode(GL_MODELVIEW);
//}
void mouse(int button, int state, int x, int y)
{
GLuint buff[64] = {0};
GLint hits,view[4];
GLint viewport[4];
GLdouble mvmatrix[16], projmatrix[16];
GLint realy; /* OpenGL y coordinate position */
GLdouble wx, wy, wz; /* returned world x, y, z coords */
switch (button) {
case GLUT_LEFT_BUTTON:
if (state == GLUT_DOWN) {
glGetIntegerv (GL_VIEWPORT, viewport);
glGetDoublev (GL_MODELVIEW_MATRIX, mvmatrix);
glGetDoublev (GL_PROJECTION_MATRIX, projmatrix);
/* note viewport[3] is height of window in pixels */
realy = viewport[3] - (GLint) y - 1;
//printf ("Coordinates at cursor are (%4d, %4d)\n", x, realy);
hits = glRenderMode(GL_RENDER);
gluUnProject ((GLdouble) x, (GLdouble) realy, 0.0,
mvmatrix, projmatrix, viewport, &wx, &wy, &wz);
//printf ("World coords at z=0.0 are (%f, %f, %f)\n",
// wx, wy, wz);
gluUnProject ((GLdouble) x, (GLdouble) realy, 1.0,
mvmatrix, projmatrix, viewport, &wx, &wy, &wz);
glSelectBuffer(64, buff);
list_hits(hits, buff);
//printf ("World coords at z=1.0 are (%f, %f, %f)\n",
// wx, wy, wz);
}
break;
default:
break;
}
}
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
///glutInitWindowSize(1000, 600);
glutInitWindowSize(SW, SH);
glutInitWindowPosition(0, 0);
glutCreateWindow("Solar System"); //numele ferestrei
glutReshapeFunc(ChangeSize);
glutDisplayFunc(RenderScene);
glutKeyboardFunc(keyDown); //pt taste
//INREGISTRARIILE FUNCTIILOR PT MOUSE
//glutMouseFunc(mouseClick);
// glutMouseFunc(mouse);
glutMouseFunc(mouse);
//gl_init(SW, SH);
glutTimerFunc(250, TimerFunc, 1);
SetupRC();
//verificare textura
if (texturesCreated == false)
{
InitialiseTextures();
texturesCreated = true; //
}
glutMainLoop();
return 0;
}
//controale
void keyDown(unsigned char key, int x, int y)
{
//Moves the camera to the right
if (key == 'A' || key == 'a')
{
fSunX += 3.0f;
fCamX += -3.0f;
}
//Moves the camera to the left
if (key == 'D' || key == 'd')
{
fSunX += -3.0f;
fCamX += 3.0f;
}
//Moves the camera up
if (key == 'W' || key == 'w')
{
fSunY += -3.0f;
fCamY += 3.0f;
}
//Moves the camera down
if (key == 'S' || key == 's')
{
fSunY += 3.0f;
fCamY += -3.0f;
}
//Zooms the camera out
if (key == 'X' || key == 'x')
{
fSunZ += -3.0f;
fCamZ += 3.0f;
}
//Zooms the camera in
if (key == 'Z' || key == 'z')
{
fSunZ += 3.0f;
fCamZ += -3.0f;
}
//Rotates the camera along the positive X axis
if (key == 'J' || key == 'j')
{
fSunRotY += 3.0f;
}
//Rotates the camera along the negative X axis
if (key == 'L' || key == 'l')
{
fSunRotY += -3.0f;
}
//Rotates the camera along the negative Y axis
if (key == 'I' || key == 'i')
{
fSunRotX += 3.0f;
}
//Rotates the camera along the positive Y axis
if (key == 'K' || key == 'k')
{
fSunRotX += -3.0f;
}
//Rotates the camera along the positive Z axis
if (key == 'M' || key == 'm')
{
fSunRotZ += -3.0f;
}
//Rotates the camera along the positive Z axis
if (key == 'N' || key == 'n')
{
fSunRotZ += 3.0f;
}
}
unsigned char *LoadBmp(char *fn, int *wi, int *hi)
{
BITMAPFILEHEADER bmfh;
BITMAPINFOHEADER bmih;
WORD bits;
FILE *t24;
unsigned char *lpBitmapBits;
long imagesize,nc;
// citire bitmap
t24=fopen((char *)fn,"rb");
if(t24 == NULL){printf("Could not open input file\n"); exit(0);}
fread((char *)&bmfh,sizeof(BITMAPFILEHEADER),1,t24);
fread((char *)&bmih,sizeof(BITMAPINFOHEADER),1,t24);
if(bmih.biClrUsed != 0)nc=bmih.biClrUsed;
else{
bits = bmih.biBitCount;
switch (bits){
case 1: nc=2; break;
case 4: nc=16; break;
case 8: nc=256; break;
default: nc=0; break;
}
}
if(nc > 0){printf("Cannot handle paletted image\n"); exit(0);}
imagesize=bmfh.bfSize-bmfh.bfOffBits;
if((lpBitmapBits=(unsigned char *)malloc(imagesize)) == NULL){ fclose(t24); exit (0); }
fread((char *)lpBitmapBits,imagesize,1,t24);
fclose(t24);
*wi=bmih.biWidth; *hi=bmih.biHeight;
return lpBitmapBits;
}
void InitialiseTextures()
{
//load texturi
GenerateTextures("earth.bmp", 1);
GenerateTextures("sun.bmp", 2);
GenerateTextures("mercur.bmp", 3);
GenerateTextures("venus.bmp", 4);
GenerateTextures("moon.bmp", 5);
GenerateTextures("marte.bmp", 6);
GenerateTextures("jupiter.bmp", 7);
GenerateTextures("saturn.bmp", 8);
GenerateTextures("uranus.bmp", 9);
GenerateTextures("neptun.bmp", 10);
GenerateTextures("pluto.bmp", 11);
GenerateTextures("stars.bmp", 12);
}
//
void GenerateTextures(char *name, int i)
{
unsigned char *pix;
int w,h;
glEnable(GL_TEXTURE_2D);
//asigane pt texturi
pix=LoadBmp(name,&w,&h);
if (i == 1) //gets & sets textura pt pamant
{
glGenTextures(1, &earthTexture);
glBindTexture(GL_TEXTURE_2D, earthTexture);
}
if (i == 2) //gets & sets textura pt soare
{
glGenTextures(1, &sunTexture);
glBindTexture(GL_TEXTURE_2D, sunTexture);
}
if (i == 3) //gets & sets textura pt mercur
{
glGenTextures(1, &mercuryTexture);
glBindTexture(GL_TEXTURE_2D, mercuryTexture);
}
if (i == 4) //gets & sets textura pt venus
{
glGenTextures(1, &venusTexture);
glBindTexture(GL_TEXTURE_2D, venusTexture);
}
if (i == 5) //gets & sets textura pt luna
{
glGenTextures(1, &moonTexture);
glBindTexture(GL_TEXTURE_2D, moonTexture);
}
if (i == 6) //gets & sets textura pt marte
{
glGenTextures(1, &marsTexture);
glBindTexture(GL_TEXTURE_2D, marsTexture);
}
if (i == 7) //gets & sets textura pt jupiter
{
glGenTextures(1, &jupiterTexture);
glBindTexture(GL_TEXTURE_2D, jupiterTexture);
}
if (i == 8) //gets & sets textura pt saturn
{
glGenTextures(1, &saturnTexture);
glBindTexture(GL_TEXTURE_2D, saturnTexture);
}
if (i == 9) //gets & setstextura pt uranus
{
glGenTextures(1, &uranusTexture);
glBindTexture(GL_TEXTURE_2D, uranusTexture);
}
if (i == 10) //gets & sets textura pt neptun
{
glGenTextures(1, &neptuneTexture);
glBindTexture(GL_TEXTURE_2D, neptuneTexture);
}
if (i == 11) //gets & sets textura pt pluto
{
glGenTextures(1, &plutoTexture);
glBindTexture(GL_TEXTURE_2D, plutoTexture);
}
if (i == 12) //gets & sets textura pt stele
{
glGenTextures(1, &starsTexture);
glBindTexture(GL_TEXTURE_2D, starsTexture);
}
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, w, h,
0, GL_BGR_EXT, GL_UNSIGNED_BYTE, pix);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
free(pix); //eliberare pix
glDisable(GL_TEXTURE_2D);
}
答案 0 :(得分:0)
如果这是您拥有的所有代码,那么您没有正确选择。您有glRenderMode(GL_RENDER)
,但要使用选择模式,您需要调用glRenderMode(GL_SELECT)
并在选择模式下渲染要选择的对象。看看这个description of OpenGL selection。