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GLManager.cpp
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GLManager.cpp
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#include "GLManager.h"
#include "Stars.h"
#include "Earth.h"
#include "Moon.h"
#include <GL\glut.h>
GLManager::GLManager()
{
stars[0] = new Stars("sun", 4.0, 0);
stars[1] = new Stars("mercury", 0.2, 4.3); // 水星
stars[2] = new Stars("venus", 0.6, 6.0); // 金星
stars[2]->year = 90.0;
stars[3] = new Moon("moon", 0.03, 0.8); // 月球
// downcasting is ok here!
stars[4] = new Earth((Moon*)stars[3], "earth", 0.5, 7.8); // 地球
stars[4]->year = 30.0;
stars[5] = new Stars("mars", 0.6, 10.0); // 火星
stars[5]->year = 120.0;
stars[6] = new Stars("jupiter", 1.0, 14.703); // 木星
stars[6]->year = 180.0;
stars[7] = new Stars("saturn", 0.8, 18.039); // 土星
stars[7]->year = 240.0;
stars[8] = new Stars("uranus", 0.8, 27.767); // 天王星
stars[8]->year = 45.0;
stars[9] = new Stars("neptune", 0.7, 35.74); // 海王星
stars[10] = new Stars("universe", 60, 0);
state = GLOBAL; //初始状态为全局观察
now = 0;
}
GLManager::~GLManager()
{
for (int i = 0; i <SIZE; i++)
{
delete stars[i];
}
}
void GLManager::initializeGL()
{
glClearColor(0,0,0,0);
glShadeModel(GL_SMOOTH);
glEnable(GL_TEXTURE_2D);
// 载入所有星球的纹理
loadTextures();
//设置摄像机
setCamera(Point(10.0, 2.0, 10.0), Point(0.0, 0.0, 0.0));
//设置光照及材质
GLfloat mat_shininess [] = {50.0};
GLfloat light_position [] = {0,0,0,1};
GLfloat lmodel_ambient [] = {0.8,0.8,0.8,1.0};
glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess);
glLightfv(GL_LIGHT0,GL_POSITION,light_position);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,lmodel_ambient);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
}
void GLManager::reshapeGL(int w, int h)
{
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60, (GLdouble)w/(GLdouble)h, 0.1, 200);
glMatrixMode(GL_MODELVIEW);
}
void GLManager::displayGL()
{
//全局模式下设置点光源,细节模式下设置平行光源便于观察
if(state != VIEW_DETAIL){
GLfloat light_position[] = {0, 0, 0, 1};
glLightfv(GL_LIGHT0,GL_POSITION,light_position);
} else {
GLfloat light_position[] = {-(lookat - eyePos).x, -(lookat - eyePos).y, -(lookat - eyePos).z, 0};
glLightfv(GL_LIGHT0,GL_POSITION,light_position);
}
//设置太阳材质的辐射光
GLfloat sun_self_emission[] = {1, 1, 1, 1};
glMaterialfv(GL_FRONT , GL_EMISSION , sun_self_emission);
glLoadName(0);
stars[0]->draw();
//设置行星材质的辐射光
GLfloat planet_self_emission[] = {0, 0, 0, 0};
glMaterialfv(GL_FRONT , GL_EMISSION , planet_self_emission);
for (int i = 1; i < SIZE - 1; i++) {
// 月球由地球负责来画
if (i != 3){
glLoadName(i);
stars[i]->draw();
}
}
// 画宇宙
glLoadName(11);
stars[10]->draw();
setCamera();
// 双缓冲,切换前后缓冲区
glFlush();
glutSwapBuffers();
}
void GLManager::animateGL()
{
if(state == GLOBAL){ //全局模式
stars[1]->year += 1.0; stars[1]->day += 5.0;
stars[2]->year += 0.5; stars[2]->day += 8.0;
stars[3]->year += 0.4; stars[3]->day += 0.4;
stars[4]->year += 0.2; stars[4]->day += 2.0;
stars[5]->year += 0.1; stars[5]->day += 2.0;
stars[6]->year += 0.08; stars[6]->day += 0.5;
stars[7]->year += 0.06; stars[7]->day += 0.5;
stars[8]->year += 0.035; stars[8]->day += 0.2;
stars[9]->year += 0.02; stars[9]->day += 0.1;
} else if(state == APPROACHING){ //接近星球(从全局模式到细节模式)
if(now < FRAMES){
eyePos = eyePos + eyestep;
lookat = lookat + lookstep;
now++;
} else{
state = VIEW_DETAIL;
now = 0;
}
} else if(state == VIEW_DETAIL){ //细节模式下只自转
stars[1]->day += 5.0;
stars[2]->day += 8.0;
stars[3]->day += 0.4;
stars[4]->day += 2.0;
stars[5]->day += 2.0;
stars[6]->day += 0.5;
stars[7]->day += 0.5;
stars[8]->day += 0.2;
stars[9]->day += 0.1;
} else if(state == LEAVING){
if(now < FRAMES) { //从细节模式返回全局模式
eyePos = eyePos - eyestep;
lookat = lookat - lookstep;
now++;
} else{
state = GLOBAL;
now = 0;
}
}
}
//键盘输入检测
void GLManager::keyPress(unsigned char key, int x, int y)
{
switch(key){
case VK_SPACE: //暂停和全局观察之间切换
if(state == GLOBAL){
state = PAUSE;
} else if(state == PAUSE){
state = GLOBAL;
}
break;
case VK_ESCAPE: //从细节模式返回全局模式
if(state == VIEW_DETAIL){
state = LEAVING;
}
break;
//摄像机的移动
case 'w':
moveCamera(UP);
break;
case 's':
moveCamera(DOWN);
break;
case 'a':
moveCamera(LEFT);
break;
case 'd':
moveCamera(RIGHT);
break;
case 'q':
moveCamera(FRONT);
break;
case 'e':
moveCamera(BACK);
break;
}
}
void GLManager::loadTextures()
{
for(int i = 0; i < SIZE; i++) {
AUX_RGBImageRec *texImage;
string texFile = stars[i]->getFileName();
GLuint& textureID = stars[i]->getTextureID();
texImage = auxDIBImageLoad(texFile.c_str());
printf("%s: %d\n", texFile.c_str(), texImage->sizeX);
// 创建一个纹理
glGenTextures(1, &textureID);
/*printf("%s's id: %d\n", textureID);*/
// 绑定纹理到对应的id
glBindTexture(GL_TEXTURE_2D, textureID);
// 设置纹理信息
glTexImage2D(GL_TEXTURE_2D, 0, 3, texImage->sizeX, texImage->sizeY,
0, GL_RGB, GL_UNSIGNED_BYTE, texImage->data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (texImage)
{
if (texImage->data)
{
free(texImage->data);
}
free(texImage);
}
}
}
void GLManager::setCamera(Point eye, Point lookat)
{
eyePos = eye;
this->lookat = lookat;
gluLookAt(
eyePos.x, eyePos.y, eyePos.z,
lookat.x, lookat.y, lookat.z,
0.0, 1.0, 0.0);
}
void GLManager::setCamera()
{
gluLookAt(
eyePos.x, eyePos.y, eyePos.z,
lookat.x, lookat.y, lookat.z,
0.0, 1.0, 0.0);
}
//移动摄像机
void GLManager::moveCamera(cameraDir dir)
{
//细节模式时禁止移动摄像机
if(state == VIEW_DETAIL){
return;
}
GLdouble dx = 0.5, dy = 0.5, dz = 0.5;
switch(dir) {
case UP:
eyePos.y += dy;
break;
case DOWN:
eyePos.y -= dy;
break;
case LEFT:
eyePos.x -= dx;
break;
case RIGHT:
eyePos.x += dx;
break;
//前后移动需要三维坐标同时变化
case FRONT:
eyePos.z -= dz;
if(eyePos.z != 0){
eyePos.x -= dz * (eyePos.x / eyePos.z);
eyePos.y -= dz * (eyePos.y / eyePos.z);
}
break;
case BACK:
eyePos.z += dz;
if(eyePos.z != 0){
eyePos.x += dz * (eyePos.x / eyePos.z);
eyePos.y += dz * (eyePos.y / eyePos.z);
}
break;
}
}
//选择星球
void GLManager::selectObject(GLuint numSelected, GLuint selectInfo[])
{
if((state == GLOBAL) || (state == PAUSE)){
//获取拾取目标
GLuint *ptr;
ptr = (GLuint *) selectInfo;
ptr += 3;
int selected = *ptr;
// 跳过太阳
if (selected == 0)
return;
// 跳过宇宙
if (selected == 11)
return;
//printf("%d", seleted);
//计算靠近步长
lookstep = (stars[selected]->pos - lookat) / FRAMES;
Point des = eyePos + (stars[selected]->pos - eyePos) * 9 / 10;
eyestep = (des - eyePos) / FRAMES;
state = APPROACHING;
}
}