INTRODUCTIONvtufun.weebly.com/uploads/4/2/7/6/4276977/space_project... · Web viewIntroduction to...

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VISVESVARAYA TECHNOLOGICAL UNIVERSITY PROJECT REPORT ON LAUNCHING OF SPACE SHUTTLE Submitted as per the course of Bachelor of Engineering in COMPUTER SCIENCE and ENGINEERING by PAUL SUDEEP.G 1RE07CS054 PUNITH. K 1RE07CS060 Guided by: Mr.Ashwin Kumar & Mrs.V.R.Prathima

Transcript of INTRODUCTIONvtufun.weebly.com/uploads/4/2/7/6/4276977/space_project... · Web viewIntroduction to...

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VISVESVARAYA TECHNOLOGICAL UNIVERSITY

PROJECT REPORT ON

LAUNCHING OF SPACE SHUTTLE

Submitted as per the course of Bachelor of Engineering

inCOMPUTER SCIENCE and ENGINEERING

by

PAUL SUDEEP.G 1RE07CS054 PUNITH. K 1RE07CS060

Guided by:Mr.Ashwin Kumar

& Mrs.V.R.Prathima

REVA INSTITUTE OF TECHNOLOGY AND MANAGEMENT

KATTIGENAHALLI, JALA HOBLI, YELAHANKABANGALORE – 560064

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REVA INSTITUTE OF TECHNOLOGY AND MANAGEMENT

Department of Computer Science & EngineeringBangalore – 560 064

CERTIFICATE This is to certify that the mini project titled “Launching of

Space Shuttle ” has been successfully completed by

Paul Sudeep.G (USN: 1RE07CS054) and Punith.K

(USN: 1RE07CS060) in partial fulfillment of the Mini Project in

the 6th semester B.E. (CSE) during the period Feb – June 2010 as

prescribed by Visvesvaraya Technological University, Belgaum.

Examiner 1: Guide:

Examiner 2: HOD:

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ACKNOWLEDGEMENT

We owe thanks to people who helped and supported us during the

implementing of this project. Our deepest thanks to Mr.Ashwin Kumar &

Mrs. V.R.Prathima the Guides of the project for guiding and correcting various

documents with attention and care. They have taken pain to go through the

project and make necessary correction as and when needed.

We express our thanks to the Principal Dr.RanaPratap Reddy, for

extending his support. Our deep sense of gratitude to our HOD,

Dr.VijayaKumar B.P , for his support and guidance. Thanks and appreciation

to the helpful people at Reva Institute of Technology and Management, for their

support.

We would also thank our Institution and our faculty members without

whom this project would have been a distant reality. We also extend our

heartfelt thanks to our family and well wishers.

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CONTENTS

Particulars Page.No.

Introduction to Open GL 01

Synopsis 04

Introduction to Space Shuttle 05

Introduction to Project 06

Requirements Specification 07

Design of the Project 08

Open GL Functions Used 09

Coding of the Project 12

Snapshots of the Project 18

Conclusion 20

Bibliography 21

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INTRODUCTION

OpenGL is an API (Application Programming Interface) which provides the actual drawing tool through a collection of functions that are called within an application.

It suits well for use in Computer Graphics because of its device independence or portability. It offers a rich and highly usable API for 2D graphics and image manipulation.

Computer Graphics is concerned with all aspects of producing pictures or images using a computer.

OpenGL is a graphics software system which has become a widely accepted standard for developing graphics applications. It is easy to learn and it possesses most of the characteristics of other popular graphics systems.

OpenGL is a software interface to graphics hardware. OpenGL is a library of functions for fast 3D rendering.

The OpenGL Utility Library (GLU) provides many of the modeling features, such as quadric surfaces and curves and surfaces. It is a standard part of every OpenGL implementation.

OpenGL is the standard graphics library for building cross-platform, hardware-accelerated, high performance visualization applications. While OpenGL is ideal for 3D visualization, it offers little support for creating application user interfaces.

OpenGL's main purpose is to render two- and three-dimensional objects into a frame buffer. These objects are described as sequences of vertices (which define geometric objects) or pixels (which define images).

OpenGL performs several processing steps on this data to convert it to pixels to form the final desired image in the frame buffer.

GLUT (Graphical Language Utility Toolkit) Header File Dynamic Link File Library File

OpenGL is standard on almost all workstations. For systems that use Microsoft Windows, the dynamic libraries for GL (OpenGL32.dll) and GLU (GLU32.dll) are in the system folder. The corresponding .lib files and include files are provided with language compliers such as Visual C++.

OpenGL.dll is a dynamic link library that begins to this application and is required in

order to display any graphics created using this powerful graphics engine.

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OpenGL supports applications ranging from large scientific visualizations to cell phone games. Three approaches are used in Computer Graphics:

Algorithmic Approach Survey Approach Programming Approach

Without a good, clean, up-to-date copy of the opengl.dll file it is highly likely that you will suffer problems when attempting to access certain applications, especially games and graphics intensive applications.

OpenGL performs several processing steps on this data to convert it to pixels to form the final desired image in the frame buffer.

OpenGL draws primitives—points, line segments, or polygons—subject to several selectable modes. You can control modes independently of each other; that is, setting one mode doesn't affect whether other modes are set (although many modes may interact to determine what eventually ends up in the frame buffer).

Primitives are specified, modes are set, and other OpenGL operations are described by issuing commands in the form of function calls.

Primitives are defined by a group of one or more vertices. A vertex defines a point,

an endpoint of a line, or a corner of a polygon where two edges meet.

Data (consisting of vertex coordinates, colors, normals, texture coordinates, and edge flags) is associated with a vertex, and each vertex and its associated data are processed independently, in order, and in the same way.

The only exception to this rule is if the group of vertices must be clipped so that a particular primitive fits within a specified region; in this case, vertex data may be modified and new vertices created. The type of clipping depends on which primitive the group of vertices represents.

Commands are always processed in the order in which they are received, although there may be an indeterminate delay before a command takes effect. This means that each primitive is drawn completely before any subsequent command takes effect.

It also means that state-querying commands return data that's consistent with complete execution of all previously issued OpenGL commands.

According to Von Neumann model, any computing system must contain the following four components:

o Input Unito Output Unito Memory Unito Processing Unit

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If a computing system must get graphics capabilities, then it must possess

Input Unit Output Unit Memory Unit General Processing Unit Frame Buffer (Display Buffer) Display Processor

Frame Buffer is used to store bits. Display Processor matches the colors with bits. The development of OpenGL resolved most of the difficulties like high cost, limited availability, lack of generality and high complexity.

The frame buffer and display processor are the two components which are under the control of a set of in-built functions supported by the OpenGL package. However, the OpenGL package also provides the programmer with a set of functions using which the user can also utilize the capabilities of the input device, general memory unit and general processing unit.

.

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SYNOPSIS

The space shuttle is a reusable orbital vehicle that transports

aerospace travelers. Officially titled the Space Transportation System (STS), the space

shuttle expands space exploration possibilities and contributes to better comprehension of

Earth. The orbiting shuttle enables astronauts to conduct experiments in a weightless

environment, deploy or repair satellites, and photographically survey the planet. The shuttle

aids building, equipping, and transporting of personnel to and from the International Space

Station (ISS). Only selected passengers, based on scientific, engineering, professional, or

piloting qualifications, can ride in the shuttle. The shuttle launches like a rocket, maneuvers

in Earth orbit like a spacecraft and lands like an airplane.

The space shuttle consists of three major components: the orbiter

which houses the crew; a large external fuel tank for the main engines; and two solid rocket

boosters which provide most of shuttle’s lift during the first two minutes of flight. All of the

components are reused except for the external fuel tank, which burns up in the atmosphere

after each launch.

The project has been developed in Visual C++ using Open GL

functions. In this design of graphics package, we are going to demonstrate launching of space

shuttle.

The animation developed can provide the best simulation for the

people interested in space aeronautics. It is simple representation of images using 2D pictures

and simple 2D animation.

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Introduction to Space Shuttle

The space shuttle is the world’s first reusable space craft, and first spacecraft in

history that can carry large satellites both to and from orbit. The shuttle launches like a

rocket, maneuvers in earth orbit like a spacecraft and lands like an airplane.

The space shuttle consists of three major components: the orbiter which houses the

crew; a large external fuel tank that holds fuel for the main engines; and two solid rocket

boosters which provide most of the shuttle’s lift during the first two minutes of flight. All of

the components are reused except for the external fuel tank, which burns up in the

atmosphere after each launch.

The longest the shuttle has stayed in orbit on any single mission is 17.5 days on

Mission STS-80 in November 1996. Normally, missions may be planned for anywhere from

five to 16 days in duration. The smallest crew ever to fly on the shuttle numbered two people

on the first few missions. The largest crew numbered eight people. Normally, crews may be

range in size from five to seven people .The shuttle is designed to reach orbits ranging from

about 185 kilometers to 643 kilometers (115 statute miles to 400 statute miles) high.

The shuttle has the most reliable launch record of any rocket now in operation.

Since 1981, it has boosted more than 1.36 million kilograms (3 million pounds) of cargo into

orbit. More than 600 crew numbers have flown on its mission. Although it has been in

operation for than 20 years, the shuttle has continually evolved and is significantly different

today than when it first was launched. NASA has made literally thousands of major and

minor modifications to the original design that have made it safer, more eliable and more

capable today than ever before.

Since 1992 alone, NASA has made engine and system improvements that are

estimated to have tripled the safety of flying the space shuttle, and the number of problems

experienced while a space shuttle is in flight have decreased by one 70 percent. During the

same period, the cost of operating the shuttle has decreased by one and a quarter billion

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dollars annually – a reduction of more than 40 percent. At the same time, because of weight

reduction and other improvements, the cargo the shuttle can carry has increased by 7.3 metric

tons (8 tons).

NASA has prepared to continue flying the shuttle for at least the next decade and

planes to continue to improve the shuttle during the next five years, with the goals of

increasing its safety by improving the highest risk components. NASA will also be working

to correct the problems identified by the Columbia Accident Investigation Board during the

investigation of the STS-107 accident.

In managing and operating the space shuttle, NASA holds the safety of the crew

as its highest priority.

Introduction to the Project:

The space shuttle is the world’s first reusable space craft, and first spacecraft in

history that can carry large satellites both to and from orbit. The shuttle launches like a

rocket, maneuvers in earth orbit like a spacecraft and lands like an airplane.

In the design of this Graphics package, we are going to demonstrate the procedure for

Launching of Space Shuttle.

Space Shuttle consists of a winged orbiter and two solid-rocket boosters. The shuttle

is launched from a vertical position. Liftoff thrust is derived from the orbiter's three main

liquid-propellant engines and the boosters. After 2 min the boosters use up their fuel, separate

from the spacecraft, and—after deployment of parachutes—are recovered following

splashdown. After some time of flight, the orbiter's main engines shut down; the external

tank is then jettisoned and burns up as it reenters the atmosphere. The orbiter meanwhile

enters orbit after a short burn of its two small Orbiting Maneuvering System (OMS) engines.

To return to earth, the orbiter turns around, fires its OMS engines to reduce speed, and, after

descending through the atmosphere, lands like a glider. But in the project here we only depict

the process of launching of the space shuttle.

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REQUIREMENT SPECIFICATION

Hardware specifications

1 Processor: Pentium : 360 MHz machine or above.

2 Main memory : 128 MB RAM or more. 3 Hard disk space : 500MB

4 Monitor : 16 Bit color

Software specifications

1 Operating system: Windows 98 or higher.

2. Front end : Visual C++.

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DESIGN OF THE PROJECT

This project has been developed using visual C++, which is a

function oriented language. Function oriented design conceals the details of an algorithm in a

function but system state information is not hidden. This can cause problems because a

function can change the state away, which other functions don't expect. Changes to a function

and the way in which it uses a system state may cause unanticipated changes in the behavior

of other functions. Functional approach to design is therefore most likely to be successful

when the amount of system state information is minimized and information sharing is

explicit, so the implementation technique used is procedural is a general purpose structured

programming language that is powerful, efficient and compact. Compiler combines the

capability of an assembly language with the features of a high level languages and therefore

is well suited for writing both software and business packages. Programs written in C++ are

fast and efficient. This is due to variety of data types and powerful operators. C++ is highly

portable.

In this Visual C++ we have used Open GL APIs to build our

project like glVertex2f(), glBegin(), glutCreateWindow(),glColor3f() etc. with different color

functions that helped to build the graphical design a lot. The Open GL APIs provides a class

of libraries for the user with the set of facilities to handle the graphics operations efficiently.

So the implementation written in C++ programming language also includes many header file.

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Functions used from Open GL

Functions Descriptions

glVertex*( ) : The general form of vertex function, where * can

interpreted as either two or three characters of

the form nt or ntv , where n signifies the number of

dimensions (2,3 or 4); t denotes the data types, such

as integer (i), float (f), or double (d) and v if present

indicates that variables are specified through a pointer

to an array ,rather than through an argument list.

glBegin( ) and glEnd( ): The argument of glBegin specifies the geometric type

that we want our vertices to to define. We can group as

many vertices as we wish between the functions

glBegin and glEnd.

glFlush( ) : The call to glFlush ensures that points are rendered

to the screen as soon as possible.

glColor3f( ): It conveys that we are using three color(RGB)model

and 3f is used in a manner similar to the glVertex

function, where f indicates the values are in floats.

glClearColor( ): To clear an area of the screen , a drawing window

in which to display our output or whenever we want

to draw a new frame.

glPointSize( ): We can set the size of rendered points to be pixel wide

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value.

gluOrtho2D( ): Orthographic viewing, all parameters which are passed

to this function indicates distance measured from the

camera. The orthographic projection sees only those

objects in the volume specified by viewing volume.

glutInit(int *argc,char **argv ):

Interaction between the windowing system and Opengl

The two arguments allow the user to pass command

line arguments.

glutCreateWindow(char *title):

Used to open an Opengl window using glut function.

Where the title at the top of the window is given by

the string title.

glutInitDisplayMode( ): It is used to specify the display mode such as color,

buffering and also depth buffer for hidden surface

removal.

glutInitWindowSize( ): This function specifies size of the window.

glutInitWindowPosition( ): This function specifies position of our window.

glutMainLoop( ): The execution of this function will cause the program to

begin an event processing loop. If there are no event to

process, the program will sit in a wait state, with our

graphics on the screen, until we terminate the program.

glutDisplayFunc(void (*func)(void)):

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Graphics are sent to the screen through a function called

the display callback. Here the function named func will

called whenever the window system determines that the

opengl window needs to be redisplayed.

glMatrixMode( ): We select the matrix to which the operations apply by

first setting the matrix mode.To alter the position matrix

we must first switch the modes.

glutPostRedisplay( ): Indicating that the display needs to be redrawn and it

ensures that the display will be drawn only once each

the program goes through the event loop.

glutSwapBuffers( ): Swaps the front and back buffers

glPushMatrix( ) & : Pushes to and pops from the matrix stack corresponding to

glPopMatrix( ) the current matrix mode.

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CODING OF THE PROJECT

The project has been developed in Visual C++ using OpenGL, which has become a

widely accepted standard for developing graphics application. Fortunately, OpenGL is easy

to learn, and it possesses most of the characteristics of other popular graphics systems.

In the design of this graphics package, we are going to demonstrate ‘Launching of

Space Shuttle’; it is a simple representation of 2D images by using visual C++ as software.

Most of our applications will be designed to access OpenGL directly through

functions in three libraries. Functions in main GL (or OpenGL in windows) library have

names that begin with letters gl are stored in library usually referred to as GL (or OpenGL in

windows). The second is the OpenGL Utility Library (GLU).This library uses only GL

functions but contains code for creating common objects and simplifying viewing. The GLU

library is available in all OpenGL implementations; functions in the GLU library begin with

the letters glu.We use library called OpenGL Utility Toolkit (GLUT), which provides the

minimum functionality that should be expected in any

modern windowing system.

OpenGL supports two classes of primitives: geometric primitives and raster

primitives. Geometric primitives are specified in the problem domain and include points, line

segments, curves, polygons, and surfaces. These primitives pass through a geometric

pipeline, where they are subjected to series of geometric operations, which determine

whether a primitive is visible, where on the display it appears if it is visible, and the

rasterization of the primitive into pixels in the frame buffer.

The basic OpenGL geometrics primitives are specified by sets of vertices. Thus, the

programmer defines his objects with sequence of the following form:

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glBegin(type);

glVertex*(…..);

.

.

.

.

glVertex*(….);

glEnd( );

The value of type specifies how OpenGL assembles the vertices to define geometric

objects. The other code and OpenGL function calls can occur between glBegin and glEnd. If

we wish to display points or line segments, we have a few choices in OpenGL. The

primitives and their type specifications include the following:

Points (GL_POINTS): Each vertex is displayed at a size of at least one pixel.

Line segments (GL_LINES): The line segment type causes successive pairs of vertices to

be interpreted as the endpoints of individual segments.

Polylines (GL_LINE_STRIP, GL_LINE_LOOP): If successive vertices are to be

connected, we can use the line strip or polyline form. The GL_LINE_LOOP type, which will

draw a line segment from the final vertex to the first, thus, creates a closed path.

Polygons (GL_POLYGON): Successive vertices define line segments, and a line segment

connects the final vertex to the first. The interior is filled according to the state of the relevant

attributes. For example

glBegin(GL_POLYGON);

glVertex2i(550,350);

glVertex2i(962,350);

glVertex2i(962,370);

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glVertex2i(550,370);

glEnd();

The above simple code uses polygon type in which we have passed different colors to

the function glColor3f ( ) to render the polygon, within the function glBegin and glEnd.

We use window, or screen window, to denote a rectangular area of our display. We are

concerned with the only with the raster displays. A window has a height and width, and

because the window displays the contents of the frame buffer, positions in the window are

measured in window or screen coordinates, where the units are pixels

.

Before we can open a window, there must be interaction between the windowing

system and OpenGL. In GLUT, this interaction is initiated by following function call:

glutInit(int *argv,char ** argv)

The two arguments allow user to pass command line arguments, as in the standard C

main function, and are usually the same as in main. We can now open an OpenGL window

using the glut function

glutCreateWindow (char *title)

Where title at the top of the window is given by the string title. The window that we

create has a default size, position on the screen, and characters such as the use of RGB color.

We can also use GLUT functions before window creation to specify these parameters .for

example, the code

glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB );

glutInitWindowSize (1024,768);

glutInitWindowPosition (0.0,0.0);

specifies 1024*768 window in the top left corner of the display. We specify RGB rather than

indexed (GLUT_INDEX)color, a depth buffer for hidden surface removal, and

single(GLUT_SINGLE )buffering.

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In this this project we have used the glutIdleFunc() which sets the global idle callback to be func so a GLUT program can perform background processing tasks or continuous animation when window system events are not being received. If enabled, the idle callback is continuously called when events are not being received. The callback routine has no parameters. The current window and current menu will not be changed before the idle callback. Programs with multiple windows and/or menus should explicitly set the current window and/or current menu and not rely on its current setting.

Usage:

void glut IdleFunc(void (*func) ( v o i d ) ) ;

W e h a v e a l s o m a d e u s e o f t h e m i d p o i n t C i r c l e d r a w i n g a l g o r i t h m i n t h e p r o j e c t . I t i s a l s o c a l l e d a s t h e B r e s e n h a m ’ s C i r c l e D r a w i n g a l g o r i t h m . T h e a l g o r i t h m i s a s f o l l o w s :

v o i d C i r c l e _ d r a w ( G L i n t h , G L i n t k , G L i n t r )/ / T o D r a w C i r c l e

{

G L i n t d = 1 - r , x = 0 , y = r ;

w h i l e ( y > x )

{

p l o t p i x e l s ( h , k , x , y ) ;

i f ( d < 0 ) d + = 2 * x + 3 ;

e l s e

{ d + = 2 * ( x - y ) + 5 ;

- - y ;

}

+ + x ;

}

p l o t p i x e l s ( h , k , x , y ) ;

}

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The function call to the launch of the space shuttle includes the use of pushMatrix()

and the popMatrix() in the display function. It is as shown below:

void display()

{

glClear(GL_COLOR_BUFFER_BIT);

base();

stand();

flag();

glPointSize(1.1);

Circle_draw(90,520,8);

stars();

glPushMatrix();

smoke();

glPopMatrix();

glPushMatrix();

holder();

glPopMatrix();

glPushMatrix();

shuttle();

Circle_draw(500,328,7);

glPopMatrix();

glFlush();

glutSwapBuffers();

}

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The Control of the movement of the space shuttle and other movements are defined in a

separate function as shown below:

void move()

{

y+=0.3;

x+=1.0;

z+=0.18;

glutPostRedisplay();

}

The main() function has been defined as shown below:

void main(int argc,char** argv)

{

glutInit(&argc,argv);

glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB);

glutInitWindowSize(1024,768);

glutInitWindowPosition(0,0);

glutCreateWindow("SPACE SHUTTLE");

glutDisplayFunc(display);

glutIdleFunc(move);

init();

glutMainLoop();

}

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SNAP SHOTS OF THE PROJECT

BEFORE LAUNCHING

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AFTER LAUNCHING:

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CONCLUSION

This graphics package has been successfully implemented in

Visual C++ using Open GL APIs in windows based platform. In this animation we have used

various library functions available in Visual C++ and Open GL.

The animation developed can provide the best simulation for the

people interested in space aeronautics. It is a simple representation of images using 2D

pictures and simple 2D animation. This can be well implemented using any image support

processing language.

This project could be still implemented in a better way with good

interface and animations. More realistic modeling of the shuttle as well as the environment is

still possible. The various stages involved in the actual launching can also be implemented

here. In this project we only indicate the basic process involved. I welcome constructive

comments from the critics so that our project could be made still better.

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Bibliography

1 Computer Graphics Using OPENGL

By Edward Angel

2 Computer Graphics

By Foley Van Dam and Feiner Hughes

3 Procedural Elements For Computer Graphics

By David.F.Rogers

4 Computer Graphics: Principles and practices

By James D Foley, Andries Van Dam, Feiner and Hughes

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