opengl 绘制地球
时间: 2023-08-24 10:07:10 浏览: 68
要使用OpenGL绘制地球,可以按照以下步骤进行:
1.创建一个OpenGL窗口和环境。
2.加载地球的纹理图像,并将其映射到一个球体上。
3.创建一个球体的顶点缓冲区,并将其绑定到OpenGL上下文中。
4.编写着色器程序来绘制球体,并将其绑定到OpenGL上下文中。
5.使用OpenGL命令来绘制球体,并将其显示在OpenGL窗口中。
以下是一个简单的OpenGL绘制球体的代码示例:
```c++
#include <GL/glut.h>
#include <iostream>
#include <cmath>
using namespace std;
#define PI 3.14159265358979323846
// 地球半径
const double EARTH_RADIUS = 6378.137;
// 角度转弧度
double Angle2Radian(double angle) {
return angle * PI / 180.0;
}
// 绘制球体
void DrawSphere(double r) {
const int n = 50;
const int m = 50;
double angle1, angle2;
double x1, y1, z1, x2, y2, z2;
double step1 = PI / n;
double step2 = 2 * PI / m;
for (int i = 0; i < n; i++) {
angle1 = i * step1;
angle2 = angle1 + step1;
glBegin(GL_TRIANGLE_STRIP);
for (int j = 0; j <= m; j++) {
x1 = r * sin(angle1) * cos(j * step2);
y1 = r * sin(angle1) * sin(j * step2);
z1 = r * cos(angle1);
x2 = r * sin(angle2) * cos(j * step2);
y2 = r * sin(angle2) * sin(j * step2);
z2 = r * cos(angle2);
// 绘制三角形
glVertex3d(x1, y1, z1);
glVertex3d(x2, y2, z2);
}
glEnd();
}
}
// 显示回调函数
void Display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// 绘制球体
DrawSphere(EARTH_RADIUS);
glFlush();
}
// 窗口大小变化回调函数
void Reshape(int w, int h) {
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, (double)w / (double)h, 1.0, 1000.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0, 0, 1000, 0, 0, 0, 0, 1, 0);
}
// 初始化函数
void Init() {
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
// 加载地球纹理图像
GLuint tex = 0;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1024, 512, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
// 设置材质属性
GLfloat mat_ambient[] = {0.0, 0.0, 0.0, 1.0};
GLfloat mat_diffuse[] = {1.0, 1.0, 1.0, 1.0};
GLfloat mat_specular[] = {1.0, 1.0, 1.0, 1.0};
GLfloat mat_shininess[] = {100.0};
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
// 设置光源属性
GLfloat light_position[] = {0.0, 0.0, 500.0, 1.0};
GLfloat light_ambient[] = {0.0, 0.0, 0.0, 1.0};
GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0};
GLfloat light_specular[] = {1.0, 1.0, 1.0, 1.0};
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
}
// 主函数
int main(int argc, char *argv[]) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(800, 600);
glutCreateWindow("OpenGL Sphere");
glutDisplayFunc(Display);
glutReshapeFunc(Reshape);
Init();
glutMainLoop();
return 0;
}
```