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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