https://blog.csdn.net/wpxu08/article/details/70208361
#include <GL/glut.h>
#include <stdlib.h>
static int year = 0, day = 0;
void init(void)
{
glClearColor (0.0, 0.0, 0.0, 0.0);
glShadeModel (GL_FLAT);
}
void display(void)
{
glClear (GL_COLOR_BUFFER_BIT);
glColor3f (1.0, 1.0, 1.0);
glPushMatrix();
glutWireSphere(1.0, 20, 16); /* draw sun */
glRotatef ((GLfloat) year, 0.0, 1.0, 0.0);
glTranslatef (2.0, 0.0, 0.0);
glRotatef ((GLfloat) day, 0.0, 1.0, 0.0);
glutWireSphere(0.2, 10, 8); /* draw smaller planet */
glPopMatrix();
glutSwapBuffers();
}
void reshape (int w, int h)
{
glViewport (0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective(60.0, (GLfloat) w/(GLfloat) h, 1.0, 20.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt (0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
}
void keyboard (unsigned char key, int x, int y)
{
switch (key) {
case 'd':
day = (day + 10) % 360;
glutPostRedisplay();
break;
case 'D':
day = (day - 10) % 360;
glutPostRedisplay();
break;
case 'y':
year = (year + 5) % 360;
glutPostRedisplay();
break;
case 'Y':
year = (year - 5) % 360;
glutPostRedisplay();
break;
case 27:
exit(0);
break;
default:
break;
}
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB);
glutInitWindowSize (500, 500);
glutInitWindowPosition (100, 100);
glutCreateWindow (argv[0]);
init ();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutMainLoop();
return 0;
}
#include <gl/glut.h>
float fEarth = 2.0f; //地球绕太阳的旋转角度
float fMoon = 24.0f; //月球绕地球的旋转角度
void Init()
{
glEnable(GL_DEPTH_TEST); //启用深度测试
glClearColor(0.0f, 0.0f, 0.0f, 0.8f); //背景为黑色
}
void Reshape(int w, int h)
{
if (0 == h)
h = 1;
glViewport(0, 0, w, h); //设置视区尺寸
glMatrixMode(GL_PROJECTION); //指定当前操作投影矩阵堆栈
glLoadIdentity(); //重置投影矩阵
//指定透视投影的观察空间
gluPerspective(45.0f, (float)w / (float)h, 1.0f, 1000.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void Display(void)
{
//清除颜色和深度缓冲区
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW); //指定当前操作模型视图矩阵堆栈
glLoadIdentity(); //重置模型视图矩阵
glTranslatef(0.0f, 0.0f, -500.0f); //将图形沿z轴负向移动
glColor3f(1.0f, 0.0f, 0.0f); //画太阳
glutSolidSphere(50.0f, 20, 20);
glColor3f(0.0f, 0.0f, 1.0f);
glRotatef(23.27,0.0,0.0,1.0); //地球与太阳的黄赤交角
glRotatef(fEarth, 0.0f, 1.0f, 0.0f);
glTranslatef(200.0f, 0.0f, 0.0f);
glutSolidSphere(20.0f, 20, 20); //画地球
glPopMatrix();
glPopMatrix();
glRotatef(6.0f, 1.0f, 1.0f, 1.0f);
glRotatef(fMoon, 0.0f, 1.0f, 0.0f);
glColor3f(1.0f, 1.0f, 0.0f);
glTranslatef(30.0f, 0.0f, 0.0f);
glutSolidSphere(5.0f, 20, 20); //画月球
glLoadIdentity();
glFlush();
glutSwapBuffers();
}
void myIdle(void) //在空闲时调用,达到动画效果
{
fEarth += 0.03f; //增加旋转步长,产生动画效果
if (fEarth > 360.0f)
fEarth = 2.0f;
fMoon += 0.24f;
if (fMoon > 360.0f)
fMoon = 24.0f;
Display();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
//窗口使用RGB颜色,双缓存和深度缓存
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowPosition(100,100);
glutInitWindowSize(600, 400);
glutCreateWindow("太阳系动画");
glutReshapeFunc(Reshape);
glutDisplayFunc(Display);
glutIdleFunc(&myIdle);
Init();
glutMainLoop();
return 0;
}