I have a program to animate the solar system. The program draws the sun and a few orbiting planets. I like to put a nebula pixmap in the background, but I don't know how to do it. What I have tried does not seem to work. Here is what I have tried.
1) Use glDrawPixels to draw pixmap. With this approach I was able to draw the pixmap, but it covered the solar objects. I tried to translate the pixmap but that did not work either.
2) Draw a GL_QUADS as a plane behind the solar objects. The plane was up as a tiny parallelogram.
For all I know this might be just totally wrong approach. I would appreciate if someone can point me to the right direction. Here is the code for method #1.
void
universe::createObj()
{
QPixmap map ("hst_orion_nebula.jpg");
glTexImage2D (GL_TEXTURE_2D,0, GL_LUMINANCE, map.width(), map.height(), 0,
GL_BGRA,GL_UNSIGNED_BYTE, map.convertToImage().bits());
callId = glGenLists(itemId::next());
glNewList(callId, GL_COMPILE);
glDrawPixels (map.width(), map.height(), GL_RGBA,
GL_UNSIGNED_BYTE, map.convertToImage().bits());
glEnable (GL_TEXTURE_2D);
glEndList();
}
void
universe::draw()
{
glPushMatrix();
glPushAttrib (GL_COLOR_BUFFER_BIT | GL_LIGHTING_BIT);
glCallList (callId);
glPopMatrix();
glPopAttrib();
}
/////////////////////////////////
void
sun::createObj()
{
QPixmap map ("sunmap.jpg");
glGenTextures (10, canvas::_instance->_texture);
glBindTexture(GL_TEXTURE_2D, canvas::_instance->_texture[0]);
glTexImage2D(GL_TEXTURE_2D,0, GL_LUMINANCE, map.width(), map.height(), 0,
GL_BGRA,GL_UNSIGNED_BYTE, map.convertToImage().bits());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
callId = glGenLists(itemId::next());
glNewList(callId, GL_COMPILE);
GLUquadricObj *sphere_quadric = gluNewQuadric();
gluQuadricTexture( sphere_quadric, GL_TRUE );
gluQuadricDrawStyle(sphere_quadric, (GLenum)GLU_SMOOTH);
gluSphere(sphere_quadric, 25, 36, 36);
glEnable (GL_TEXTURE_2D);
glEndList();
}
void
sun::draw()
{
glEnable( GL_LIGHTING );
glPushMatrix();
glPushAttrib (GL_COLOR_BUFFER_BIT | GL_LIGHTING_BIT);
GLfloat color1[4] = {1, 0.50, .0, 1 };
glRotated (_xangle, 1, 0, 0);
glRotated (_yangle, 0, 1, 0);
glRotated (_zangle, 0, 0, 1);
glBindTexture(GL_TEXTURE_2D, canvas::_instance->_texture[0]);
GLfloat shine[1] = {128};
glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, color1 );
glMaterialfv( GL_FRONT_AND_BACK, GL_SHININESS, shine );
glCallList (callId);
glPopMatrix();
glPopAttrib();
}
to draw a fullscreen quad:
glBegin(GL_QUADS);
glVertex2f(1,1);
glVertex2f(1,0);
glVertex2f(0,0);
glVertex2f(0,1);
glEnd();
Call those first, and then whole your scene. and use shader program like this:
void main(void){
gl_Position = gl_Vertex * 2.0 - 1.0;
gl_TexCoord[0] = gl_Vertex;
}
also beware, because gl_Vertex is officially deprecated. If you have to use the fixed pipeline, that is the way:
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glBegin( GL_QUADS );
glTexCoord2f(0,0);
glVertex2f(-1.0f, -1.0f);
glTexCoord2f(1,0);
glVertex2f(1.0f, -1.0f);
glTexCoord2f(1,1);
glVertex2f(1.0f, 1.0f);
glTexCoord2f(0,1);
glVertex2f(-1.0f, 1.0f);
glEnd();
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
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