Currently creating a small animation of Neptune and its moon's revolving around the sun. With some help I managed to get a background of stars but instead of being white, they're now black. I've tried putting glColor3f(1.0, 1.0, 1.0)
inside and outside of the matrix consisting the background and none of it seems to be working. Any solutions?
Background declaration: Display()
Background call: End of Display()
int triton = 0;
int proteus = 0;
int neptune = 0;
int sun = 0;
GLint buf, sbuf;
void init(void)
{
glClearColor(0.0, 0.0, 0.0, 0.0);
// Kind of Useless rn
glGetIntegerv(GL_SAMPLE_BUFFERS, &buf);
printf("Number of sample Buffers: %d\n", buf);
glGetIntegerv(GL_SAMPLES, &sbuf);
printf("Number of samples: %d\n", sbuf);
printf("Controls: \n A = Orbit Left. \n D = Orbit Right. \n S = Stop. \n (,) = Move Left. \n (.) = Move right.");
glShadeModel(GL_SMOOTH);
// Material Specs
GLfloat mat_specular[] = { 0.8, 0.8, 0.9, 0.1 };
GLfloat mat_shininess[] = { 40.0 };
GLfloat lightDiffuse[] = { 1.0, 1.0, 1.0, 0.8 };
GLfloat lmodel_ambient[] = { 0.1, 0.2, 0.7, 0.0 };
// Light 0 Initialized.
GLfloat light0[] = { 1.0, 1.0, 1.0, 0.9 };
GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };
// Spotlight (Sun)
// Mat Specs Implmentations.
glMaterialfv(GL_FRONT, GL_DIFFUSE, lightDiffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
// Light 0 implementation
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light0);
glLightfv(GL_LIGHT0, GL_SPECULAR, light0);
// Ambient surrounding light on object.
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
// Antialias 3D Shape (In Progress)
/*glEnable(GL_BLEND);
glEnable(GL_POLYGON_SMOOTH);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);*/
// Enable Lighting and Depth
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
}
void orbit(void)
{
triton = (triton - 2) % 360;
proteus = (proteus - 5) % 360;
neptune = (neptune - 1) % 360;
glutPostRedisplay();
}
void backorbit(void)
{
triton = (triton + 2) % 360;
proteus = (proteus + 5) % 360;
neptune = (neptune + 1) % 360;
glutPostRedisplay();
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_COLOR_MATERIAL);
glPushMatrix();
glNewList(1, GL_COMPILE);
glBegin(GL_POINTS);
glColor3f(1.0, 1.0, 1.0);
for (int i = 0; i < 300; i++)
{
for (int j = 0; j < 300; j++)
{
if (((i + j) % 2) == 0)
{
glVertex2f(30 * i, 30 * j);
}
}
}
glEnd();
glEndList();
// Sun
glPushMatrix();
glColor3f(1.0, 0.35, 0.1);
glTranslatef(0.0, 0.0, 0.0);
glutSolidSphere(2.0, 100, 100);
// Neptune
glPushMatrix();
glRotatef((GLfloat)neptune, 0.0, 1.0, 0.0);
glTranslatef(3.0, 0.0, 0.0);
glColor3f(0.1, 0.1, 0.3);
glutSolidSphere(0.3, 100, 100);
// Triton
glPushMatrix();
glColor3f(0.85, 0.7, 0.8);
glRotatef((GLfloat)triton, 1.0, 1.0, 1.0);
glTranslatef(1.0, 0.0, 0.0);
glutSolidSphere(0.05, 100, 100);
glPopMatrix(); // Ends Triton
// Proteus
glPushMatrix();
glColor3f(1.0, 1.0, 1.0);
glRotatef((GLfloat)proteus, 0.0, 1.0, 0.0);
glTranslatef(1.0, 0.0, 0.0);
glutSolidSphere(0.02, 100, 100);
glPopMatrix(); // Ends Proteus
glPopMatrix(); // Ends Neptune
glPopMatrix(); // Ends Sun
glEnable(GL_MULTISAMPLE);
// Stars
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glPushMatrix();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0, 1000, 0, 1000);
glColor3f(1.0, 1.0, 1.0);
glCallList(1);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glPopMatrix();
glDisable(GL_COLOR_MATERIAL);
glPopMatrix(); // Ends Solar System
glFlush();
glutSwapBuffers();
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90.0, (GLfloat)w / (GLfloat)h, 1.0, 20.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -5.0);
}
void keyboard(unsigned char key, int x, int y)
{
switch (key) {
// Triton + Proteus Orbit.
case 'a':
glutIdleFunc(orbit);
break;
case 'd':
glutIdleFunc(backorbit);
break;
case 's':
glutIdleFunc(NULL);
break;
case ',':
glTranslatef(-0.3, 0.0, 0.0);
glutPostRedisplay();
break;
case '.':
glTranslatef(0.3, 0.0, 0.0);
glutPostRedisplay();
break;
case 27:
exit(0);
break;
default:
break;
}
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB | GLUT_MULTISAMPLE);
glutInitWindowSize(1000, 1000);
glutInitWindowPosition(100, 100);
glutCreateWindow("Neptune and Space");
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutMainLoop();
return 0;
}