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Lab10.cpp
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262 lines (217 loc) · 6.9 KB
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// Lab10 12171788 박지은
#include <gl/glut.h>
#include <gl/freeglut.h>
#include <stdio.h>
float angle_sun = 0;
float angle_earth1 = 0; // 공전
float angle_earth2 = 0; // 자전
float angle_mars1 = 0;
float angle_mars2 = 0;
float angle_moon1 = 0;
float angle_moon2 = 0;
int draw_mode = 0;
void init(void) {
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// Light 설정
GLfloat light_ambient[] = { 0.2f, 0.2f, 0.2f, 1.0f };
GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT2, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT2, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT2, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT2, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT2, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT2, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT3, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT3, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT3, GL_SPECULAR, light_specular);
GLfloat ambient_Sun[] = { 0.2f, 0.2f, 0.2f, 1.0f };
GLfloat diffuse_Sun[] = { 1.0f, 0.0f, 0.0f, 1.0f };
GLfloat specular_Sun[] = { 1.0f, 1.0f, 1.0f, 1.0f };
glMaterialfv(GL_FRONT, GL_AMBIENT, ambient_Sun);
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse_Sun);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular_Sun);
glMaterialf(GL_FRONT, GL_SHININESS, 64);
// 물체의 컬러 속성 설정
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
// Depth-Test Enable
glFrontFace(GL_CW);
glEnable(GL_DEPTH_TEST);
}
void idle(void) {
angle_earth1 = angle_earth1 + 0.15; // 공전 속도
if (angle_earth1 > 360) angle_earth1 -= 360;
angle_earth2 = angle_earth2 + 3; // 자전 속도
if (angle_earth2 > 360) angle_earth2 -= 360;
angle_mars1 = angle_mars1 + 0.2;
if (angle_mars1 > 360) angle_mars1 -= 360;
angle_mars2 = angle_mars2 + 6;
if (angle_mars2 > 360) angle_mars2 -= 360;
angle_moon1 = angle_moon1 - 2.5;
if (angle_moon1 > 360) angle_moon1 -= 360;
angle_moon2 = angle_moon2 + 0.5;
if (angle_moon2 > 360) angle_moon2 -= 360;
angle_sun = angle_sun + 0.1;
if (angle_sun > 360) angle_sun -= 360;
glutPostRedisplay();
}
void resize(int width, int height) {
glViewport(0, 0, width, height); // Viewport Transformation
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, (double)width / (double)height, 10, 500);
// Projection Transformation
glMatrixMode(GL_MODELVIEW);
}
void keyboard(unsigned char key, int x, int y) {
printf("You pressed %c\n", key);
switch (key) {
case '0' :
draw_mode = 0;
glEnable(GL_LIGHT0);
glDisable(GL_LIGHT1);
glDisable(GL_LIGHT2);
glDisable(GL_LIGHT3);
break;
case '1':
draw_mode = 1;
glEnable(GL_LIGHT1);
glDisable(GL_LIGHT0);
glDisable(GL_LIGHT2);
glDisable(GL_LIGHT3);
break;
case '2':
draw_mode = 2;
glEnable(GL_LIGHT2);
glDisable(GL_LIGHT1);
glDisable(GL_LIGHT0);
glDisable(GL_LIGHT3);
break;
case '3':
draw_mode = 3;
glEnable(GL_LIGHT3);
glDisable(GL_LIGHT1);
glDisable(GL_LIGHT2);
glDisable(GL_LIGHT0);
break;
}
glutPostRedisplay();
}
void draw_axis(void) {
glLineWidth(3); // 좌표축 두께
glBegin(GL_LINES);
glColor3f(1, 0, 0); // x축
glVertex3f(0, 0, 0);
glVertex3f(4, 0, 0);
glColor3f(0, 1, 0); // y축
glVertex3f(0, 0, 0);
glVertex3f(0, 4, 0);
glColor3f(0, 0, 1); // z축
glVertex3f(0, 0, 0);
glVertex3f(0, 0, 4);
glEnd();
glLineWidth(1);
}
void draw(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// 조명이 카메라 위치
GLfloat light_position[] = { 0.0, 0.0, 0.0, 1.0 };
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
GLfloat emission0[] = { 1.0f, 0.0f, 0.0f, 1.0f };
if (draw_mode == 0) {
glMaterialfv(GL_FRONT, GL_EMISSION, emission0);
}
if (draw_mode == 0) {
emission0[0] = 0.0f;
glMaterialfv(GL_FRONT, GL_EMISSION, emission0);
}
gluLookAt(10, 10, 10, 0, 0, 0, 0, 1, 0);
// Viewing Transformation
glutIdleFunc(idle);
// 태양
glRotatef(angle_sun, 0, 1, 0);
draw_axis();
glColor3f(1, 0, 0);
// 조명이 태양에 위치
glLightfv(GL_LIGHT1, GL_POSITION, light_position);
GLfloat emission1[] = { 1.0f, 0.0f, 0.0f, 1.0f };
if (draw_mode == 1) {
glMaterialfv(GL_FRONT, GL_EMISSION, emission1);
}
glutSolidSphere(2.5, 50, 50);
if (draw_mode == 1) {
emission1[0] = 0.0f;
glMaterialfv(GL_FRONT, GL_EMISSION, emission1);
}
glPushMatrix(); // 행렬을 스택에 저장
// 지구
glRotatef(angle_earth1, 0, 1, 0);
glTranslatef(5, 0, 0);
glRotatef(angle_earth2, 0, 1, 0);
// Modeling Transformation
glColor3f(0, 0, 1);
// 조명이 지구에 위치
glLightfv(GL_LIGHT2, GL_POSITION, light_position);
GLfloat emission2[] = { 1.0f, 0.0f, 0.0f, 1.0f };
if (draw_mode == 2) {
glMaterialfv(GL_FRONT, GL_EMISSION, emission2);
}
glutSolidSphere(1, 50, 50);
if (draw_mode == 2) {
emission2[0] = 0.0f;
glMaterialfv(GL_FRONT, GL_EMISSION, emission2);
}
// 달
glRotatef(angle_moon1, 0, 1, 0);
glTranslatef(2, 0, 0);
glRotatef(angle_moon2, 0, 1, 0);
glColor3f(0.5, 0.5, 0);
// 조명이 달에 위치
glLightfv(GL_LIGHT3, GL_POSITION, light_position);
GLfloat emission3[] = { 1.0f, 0.0f, 0.0f, 1.0f };
if (draw_mode == 3) {
glMaterialfv(GL_FRONT, GL_EMISSION, emission3);
}
glutSolidSphere(0.5, 50, 50);
if (draw_mode == 3) {
emission3[0] = 0.0f;
glMaterialfv(GL_FRONT, GL_EMISSION, emission3);
}
glPopMatrix(); // 태양만 그렸을 때의 상태로 행렬 복귀
glPushMatrix(); // 현재 행렬을 스택에 다시 저장
// 화성
glRotatef(angle_mars1, 0, 1, 0);
glTranslatef(0, 0, 5);
glRotatef(angle_mars2, 0, 1, 0);
glColor3f(0, 1, 1);
glutSolidSphere(1, 50, 50);
glutSwapBuffers();
// back buffer를 front buffer로 변경
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glClearDepth(1.0f);
// double buffer로 변경
glutInitWindowSize(500, 500);
glutInitWindowPosition(100, 100);
glutCreateWindow("12171788 박지은");
init();
glutDisplayFunc(draw); // draw 콜백함수
glutReshapeFunc(&resize); // resize 콜백함수
glutKeyboardFunc(keyboard);
//glutPostRedisplay();
glutMainLoop();
return 0;
}