#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <iostream>
#include <vector>
#include <cmath>
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);
// Orbital params
struct Planet {
float distance; // from sun
float size;
float speed; // angular speed
glm::vec3 color;
};
// Planets
std::vector<Planet> planets = {
{ 0.4f, 0.05f, 4.7f, glm::vec3(0.5f, 0.5f, 0.5f) }, // Mercury
{ 0.7f, 0.08f, 3.5f, glm::vec3(0.8f, 0.6f, 0.2f) }, // Venus
{ 1.0f, 0.09f, 2.9f, glm::vec3(0.2f, 0.5f, 1.0f) }, // Earth
{ 1.5f, 0.06f, 2.4f, glm::vec3(1.0f, 0.2f, 0.2f) }, // Mars
{ 2.5f, 0.15f, 1.3f, glm::vec3(1.0f, 0.8f, 0.2f) }, // Jupiter (scaled down)
};
int main() {
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Solar System 3D", NULL, NULL);
if (!window) {
std::cerr << "Failed to create window.n";
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
std::cerr << "Failed to initialize GLADn";
return -1;
}
glEnable(GL_DEPTH_TEST);
// Simplified rendering loop
float time = 0.0f;
while (!glfwWindowShouldClose(window)) {
processInput(window);
time += 0.01f;
glClearColor(0.0f, 0.0f, 0.05f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Projection and view
glm::mat4 projection = glm::perspective(glm::radians(45.0f),
(float)SCR_WIDTH / SCR_HEIGHT, 0.1f, 100.0f);
glm::mat4 view = glm::lookAt(glm::vec3(0, 5, 10),
glm::vec3(0, 0, 0),
glm::vec3(0, 1, 0));
// Draw Sun
// Draw planet positions
for (auto& planet : planets) {
float angle = time * planet.speed;
float x = cos(angle) * planet.distance;
float z = sin(angle) * planet.distance;
// Replace this with your drawSphere(x, 0, z, planet.size)
}
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
// Resize window
void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
glViewport(0, 0, width, height);
}
// Close on Esc
void processInput(GLFWwindow *window) {
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
}