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期末作业 OpenGL 求助,一个简单的太阳系模型,太阳光照一直设置不对,求大佬指点指点如何加个合适的光照

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  •   TTTTTTao · Jun 18, 2023 · 708 views
    This topic created in 1086 days ago, the information mentioned may be changed or developed.
    渲染星空背景

    void drawbackground()//先关闭深度测试,绘制好星空背景后再开启深度测试,否则由于远近的关系,背景会遮住行星
    {
    glDisable(GL_DEPTH_TEST); //关闭深度测试;
    glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, background); //绑定背景纹理
    glBegin(GL_QUADS); //将图片四个角的位置设置为正交窗口后裁剪面的四个角;
    glTexCoord2d(0.0, 0.0); glVertex3d(-zoom * win_width / win_height, -zoom, -300);
    glTexCoord2d(1.0, 0.0); glVertex3d(zoom * win_width / win_height, -zoom, -300);
    glTexCoord2d(1.0, 1.0); glVertex3d(zoom * win_width / win_height, zoom, -300);
    glTexCoord2d(0.0, 1.0); glVertex3d(-zoom * win_width / win_height, zoom, -300);
    glEnd();
    glDisable(GL_TEXTURE_2D);
    glEnable(GL_DEPTH_TEST); //开启深度测试;
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(45, (float)win_width/win_height, 0.01, 3000);
    }


    渲染太阳

    void drawsun(GLUquadricObj* qobj) //渲染太阳
    {
    glEnable(GL_TEXTURE_2D); //启用纹理
    glRotatef(sunSelfRotationSpeed * sunOrbitAngle, 0.0, 1.0, 0.0); // 沿 Y 轴自转
    glPushMatrix();
    glRotatef(sunOrbitAngle, 0.0, 1.0, 0.0);
    glTranslatef(sunOrbitRadius, 0.0, 0.0);
    glBindTexture(GL_TEXTURE_2D,sunTexture);
    gluQuadricTexture(qobj, GL_TRUE);
    gluSphere(qobj, sunRadius, longitude, latitude);
    glPopMatrix();
    }

    渲染其他行星

    void drawplanet(GLUquadricObj* qobj)
    {
    glEnable(GL_DEPTH_TEST);
    // 渲染水星
    glPushMatrix();
    glRotatef(waterOrbitAngle, 0.0, 1.0, 0.0);
    glTranslatef(waterOrbitRadius, 0.0, 0.0);
    glRotatef(waterOrbitAngle, 0.0, 1.0, 0.0); // 沿 Y 轴旋转,不需要乘公转角速度
    glTranslatef(0.0, 0.0, -sunRadius); // 移动到正确的位置
    glRotatef(waterSelfRotationSpeed * waterOrbitAngle, 0.0, 1.0, 0.0); // 沿 Y 轴自转
    glBindTexture(GL_TEXTURE_2D, waterTexture);
    gluQuadricTexture(qobj, GL_TRUE);
    gluSphere(qobj, waterRadius, longitude, latitude);//二次曲面 qobj
    glPopMatrix();

    // 渲染金星
    glPushMatrix();
    glRotatef(goldOrbitAngle, 0.0, 1.0, 0.0);
    glTranslatef(goldOrbitRadius, 0.0, 0.0);
    glRotatef(goldOrbitAngle, 0.0, 1.0, 0.0); // 沿 Y 轴旋转,不需要乘公转角速度
    glTranslatef(0.0, 0.0, -sunRadius); // 移动到正确的位置
    glRotatef(goldSelfRotationSpeed * goldOrbitAngle, 0.0, 1.0, 0.0); // 沿 Y 轴自转
    glBindTexture(GL_TEXTURE_2D, goldTexture);
    gluQuadricTexture(qobj, GL_TRUE);
    gluSphere(qobj, goldRadius, longitude, latitude);//二次曲面 qobj
    glPopMatrix();

    // 渲染地球
    glPushMatrix();
    glRotatef(earthOrbitAngle, 0.0, 1.0, 0.0);
    glTranslatef(earthOrbitRadius, 0.0, 0.0);
    glRotatef(earthOrbitAngle, 0.0, 1.0, 0.0); // 沿 Y 轴旋转,不需要乘公转角速度
    glTranslatef(0.0, 0.0, -sunRadius); // 移动到正确的位置
    glRotatef(earthSelfRotationSpeed * Angle, 0.0, 1.0, 0.0); // 自转
    glBindTexture(GL_TEXTURE_2D, earthTexture);
    gluQuadricTexture(qobj, GL_TRUE);
    glMaterialfv(GL_FRONT, GL_DIFFUSE, earthDiffuse);
    gluSphere(qobj, earthRadius, longitude, latitude);//二次曲面 qobj

    // 渲染月球
    glPushMatrix();
    glRotatef(moonOrbitAngle, 0.0, 1.0, 0.0);
    glTranslatef(moonOrbitRadius, 0.0, 0.0);
    glRotatef(moonSelfRotationSpeed * moonOrbitAngle, 0.0, 1.0, 0.0);
    glBindTexture(GL_TEXTURE_2D,moonTexture);
    gluQuadricTexture(qobj, GL_TRUE);
    gluSphere(qobj, moonRadius, longitude,latitude);
    glPopMatrix();

    // 渲染火星
    glPushMatrix();
    glRotatef(fireOrbitAngle, 0.0, 1.0, 0.0);
    glTranslatef(fireOrbitRadius, 0.0, 0.0);
    glRotatef(fireOrbitAngle, 0.0, 1.0, 0.0); // 沿 Y 轴旋转,不需要乘公转角速度
    glTranslatef(0.0, 0.0, -sunRadius); // 移动到正确的位置
    glRotatef(fireSelfRotationSpeed * fireOrbitAngle, 0.0, 1.0, 0.0); // 沿 Y 轴自转
    glBindTexture(GL_TEXTURE_2D, fireTexture);
    gluQuadricTexture(qobj, GL_TRUE);
    gluSphere(qobj, fireRadius, longitude, latitude);
    glPopMatrix();

    }


    void display()
    {
    GLUquadricObj* qobj;
    qobj = gluNewQuadric();
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //清除缓冲
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(-zoom* win_width / win_height, zoom* win_width / win_height, -zoom, zoom, -300.0, 300.0); //切换为正交视角;
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    drawbackground();
    switch(flag) //切换观察视角
    {
    case(1):
    gluLookAt(20.0, 10.0, 10.0, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0); //观察视角
    break;
    case(-1):
    gluLookAt(0.0f, 0.0f, 20.0f,0.0f, 0.0f, 0.0f,0.0f, 1.0f, 0.0f); //换个方向
    break;
    }
    drawsun(qobj); //绘制太阳
    drawplanet(qobj); //绘制其他行星
    glutSwapBuffers(); //刷新缓冲区
    }
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