Working of a Satellite
CONTENTS
SL.NO particulars PAGE.NO
1 Abstract 2
2 System Specifications 3
3 Introduction to openGL 4
5 Implementation 7
6 Interaction 9
7 Source Code 10
8 Output 27
9 Conclusion 29
10 Bibliography 30
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Abstract
➢ Main aim of this Mini Project is to illustrate the concepts of working
of a Satellite in OpenGL.
➢ A Satellite is an object which has been placed into orbit by human
endeavor. Such objects are sometimes called artificial satellites to
distinguish them from natural satellites such as the Moon
➢ Satellites are used for a large number of purposes. Common types
include military and civilian Earth observation satellites,
communications satellites, navigation satellites, weather satellites,
and research satellites.
➢ This pushed the entire network into a 'congestion collapse' where
most packets were lost and the resultant throughput was negligible.
➢ We have used input devices like mouse and key board to interact with
program.
➢ We have also used SolidCube for forming a complete network setup
which help to understand concept of Congestion Control very well.
➢ To differentiate between objects we have used different colors for
different objects.
➢ We have added menu which makes the program more interactive.
➢ In this project we have used a small SolidCube to represent a data,
which travels as data transfer from source to destination.
➢ We have used font family for indicating the name of objects as we can
see in this project.
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System specifications
➢ SOFTWARE REQUIREMENTS :
▪ MICROSOFT VISUAL C++
▪ OPENGL
➢ HARDWARE REQUIREMENT :
▪ GRAPHICS SYSTEM,
▪ Pentium P4 with 256 of Ram(Min)
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Introduction to openGL
As a software interface for graphics hardware, OpenGL's main purpose is to
render two- and three-dimensional objects into a frame buffer.
These objects are described as sequences of vertices or pixels.
OpenGL performs several processing steps on this data to convert it to pixels to
form the final desired image in the frame buffer.
OpenGL Fundamentals
This section explains some of the concepts inherent in OpenGL.
Primitives and Commands
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 .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
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is associated with a vertex, and each vertex and its associated data are processed
independently, in order, and in the same way. 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.
Basic OpenGL Operation
The figure shown below gives an abstract, high-level block diagram of how
OpenGL processes data. In the diagram, commands enter from the left and
proceed through what can be thought of as a processing pipeline. Some
commands specify geometric objects to be drawn, and others control how the
objects are handled during the various processing stages.
Figure . OpenGL Block Diagram
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As shown by the first block in the diagram, rather than having all commands
proceed immediately through the pipeline, you can choose to accumulate some
of them in a display list for processing at a later time.
Rasterization produces a series of frame buffer addresses and associated values
using a two-dimensional description of a point, line segment, or polygon.
Each fragment so produced is fed into the last stage,
per-fragment operations, which performs the final operations on the data before
it's stored as pixels in the frame buffer. These operations include conditional
updates to the frame buffer based on incoming and previously stored z-value s
(for z-buffering) and blending of incoming pixel colors with stored colors, as well
as masking and other logical operations on pixel values.
All elements of OpenGL state, including the contents of the texture memory and
even of the frame buffer, can be obtained by an OpenGL application.
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Implementation
This program is implemented using various openGL functions which are
shown below.
Various functions used in this program.
➢ glutInit() : interaction between the windowing system and OPENGL is
initiated
➢ glutInitDisplayMode() : used when double buffering is required and depth
information is required
➢ glutCreateWindow() : this opens the OPENGL window and displays the title
at top of the window
➢ glutInitWindowSize() : specifies the size of the window
➢ glutInitWindowPosition() : specifies the position of the window in screen
co-ordinates
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➢ glutKeyboardFunc() : handles normal ascii symbols
➢ glutSpecialFunc() : handles special keyboard keys
➢ glutReshapeFunc() : sets up the callback function for reshaping the window
➢ glutIdleFunc() : this handles the processing of the background
➢ glutDisplayFunc() : this handles redrawing of the window
➢ glutMainLoop() : this starts the main loop, it never returns
➢ glViewport() : used to set up the viewport
➢ glVertex3fv() : used to set up the points or vertices in three dimensions
➢ glColor3fv() : used to render color to faces
➢ glFlush() : used to flush the pipeline
➢ glutPostRedisplay() : used to trigger an automatic redrawal of the object
➢ glMatrixMode() : used to set up the required mode of the matrix
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➢ glLoadIdentity() : used to load or initialize to the identity matrix
➢ glTranslatef() : used to translate or move the rotation centre from one
point to another in three dimensions
➢ glRotatef() : used to rotate an object through a specified rotation angle
Interaction with program
➢ This program includes interaction through keyboard.
• S → Start the Project
• Use keys A,D,W,S to control the moment of PacMan.
• Q-> Quit
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Source Code
#include <windows.h>
#include<string.h>
#include<stdarg.h>
#include<stdio.h>
#include <glut.h>
#include <math.h>
static double x=0.0;
static double move=-60;
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static float rx[100]={0}, ry[100]={0};
//control waves
static double w1=0,w2=0,w3=0;
static bool transmit=false;
void *font;
void *currentfont;
void setFont(void *font)
currentfont=font;
void drawstring(float x,float y,float z,char *string)
char *c;
glRasterPos3f(x,y,z);
for(c=string;*c!='\0';c++)
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{ glColor3f(0.0,1.0,1.0);
glutBitmapCharacter(currentfont,*c);
void
stroke_output(GLfloat x, GLfloat y, char *format,...)
va_list args;
char buffer[200], *p;
va_start(args, format);
vsprintf(buffer, format, args);
va_end(args);
glPushMatrix();
glTranslatef(-2.5, y, 0);
glScaled(0.003, 0.005, 0.005);
for (p = buffer; *p; p++)
glutStrokeCharacter(GLUT_STROKE_ROMAN, *p);
glPopMatrix();
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void satellite(){
glRotatef(60,1,0,0);
//body
glPushMatrix();
glColor3f(0.2,0.2,0.2);
glScaled(1,0.6,1);
glTranslatef(3.0,0,0.0);
glutSolidCube(0.4);
glPopMatrix();
//Solar Panels
glPushMatrix();
glColor3f(0.3,0.3,0.3);
glTranslatef(3,0,0.0);
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//glRotatef(45,1,0,0);
glScaled(3.7,0.0,1);
glutSolidCube(0.4);
glPopMatrix();
glPushMatrix();
glColor3f(0.2,0.1,0.1);
glTranslatef(3.0,0,-0.4);
glScaled(0.5,0.5,0.5);
glutSolidSphere(0.3,50,50);
glPopMatrix();
glPushMatrix();
glColor3f(0.2,0.2,0.1);
glTranslatef(3.0,0,0.4);
glScaled(0.4,0.4,0.3);
glutSolidTorus(0.3,0.2,20,20);
glPopMatrix();
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// Second Screen
void sat2(double ang)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0f,0.0f,-13.0f);
glRotatef(ang,0.0f,1.0f,0.0f);
//earth
glPushMatrix();
glColor3f(0.3,0.6,1);
//glScaled(0.8,0.04,0.8);
//glTranslatef(0.0,0,0.0);
glutSolidSphere(2.0,50,50);
glPopMatrix();
satellite();
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glFlush();
glutSwapBuffers();
void building(float x1,float y1,float z1){
//Main Structure
glPushMatrix();
glColor3f(0.5,0.5,0.5);
glTranslatef(x1,y1,z1);
glScaled(0.5,1.5,0.5);
glutSolidCube(2);
glPopMatrix();
//Dish on top
glPushMatrix();
glColor3f(1,1,0);
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glTranslatef(x1,y1+1.8,z1);
glRotatef(60,1,0,0);
glScaled(0.5,1.5,0.5);
glutSolidCone(0.5,1,20,20);
glPopMatrix();
//windows
glPushMatrix();
glColor3f(0.1,0,0);
glTranslatef(x1-0.2,y1+0.7,z1);
glScaled(0.5,0.5,0.5);
//glutSolidCube(.3);
for(float j=-3;j<1.5;j+=.8)
for(float i=0;i<1;i+=0.8)
glPushMatrix();
glTranslatef(i,j,1);
glutSolidCube(0.4);
glPopMatrix();
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glPopMatrix();
void waves(){
glPushMatrix();
glTranslatef(0,1,0);
glScaled(0.05,0.5,0.1);
glutSolidCube(0.5);
glPopMatrix();
glPushMatrix();
glRotatef(-8,0,0,1);
glTranslatef(0.01,1,0);
glScaled(0.05,0.5,0.1);
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glutSolidCube(0.5);
glPopMatrix();
glPushMatrix();
glRotatef(8,0,0,1);
glTranslatef(-0.01,1,0);
glScaled(0.05,0.6,0.1);
glutSolidCube(0.5);
glPopMatrix();
void sat1(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0f,0.0f,-13.0f);
//glRotatef(x,0.0f,1.0f,0.0f);
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//Moon
glPushMatrix();
glColor3f(1,1,1);
glTranslatef(-3.8,2.8,0);
glScaled(0.5,0.5,0.1);
glutSolidSphere(0.6,50,50);
glPopMatrix();
//Earth
glPushMatrix();
glColor3f(0.2,0.2,1);
glTranslatef(0,-12,0);
//glScaled(0.8,0.04,0.8);
glutSolidSphere(10.0,50,50);
glPopMatrix();
//Building Center
glPushMatrix();
glColor3f(0,1,1);
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glRotatef(10,1,0,0);
building(1.2,-1.2,3.2);
glPopMatrix();
//Building left
glPushMatrix();
glColor3f(0,1,1);
glRotatef(5,0,0,1);
building(-3.8,-1.2,0);
glPopMatrix();
//signal
glPushMatrix();
glColor3f(0,0,1);
if(transmit){
glRotatef(-25,0,0,1);
glTranslatef(-1.25,-1.6+w1,0);
}else glTranslatef(1,20,3.3);
waves();
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glPopMatrix();
//Main Dish
//Tower
glPushMatrix();
glColor3f(1,1,1);
glTranslatef(-1,-2,4);
glRotatef(270,1,0,0);
glScaled(1.0,1,2.0);
glutWireCone(0.5,1,4,10);
glPopMatrix();
//Dish
glPushMatrix();
glColor3f(1,1,1);
glTranslatef(-1.08,0.2,3);
glRotatef(60,1,0,0);
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glScaled(0.7,1.3,0.7);
glutSolidCone(0.4,0.5,20,20);
glPopMatrix();
//Building right
glPushMatrix();
glColor3f(0,1,1);
glRotatef(-5,0,0,1);
building(3.8,-1.2,0);
glPopMatrix();
//Saltellite
glPushMatrix();
glTranslatef(-3,3.0,0);
satellite();
glPopMatrix();
//Ack to right building
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glPushMatrix();
if(transmit){
glRotatef(50,0,0,1);
glTranslatef(2.8,3.2-w2,0);
}else glTranslatef(1,20,3.3);
waves();
glPopMatrix();
//Ack to Left building
glPushMatrix();
if(transmit){
glRotatef(-50,0,0,1);
glTranslatef(-2.8,3.2-w2,0);
}else glTranslatef(1,20,3.3);
waves();
glPopMatrix();
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//Ack to Center building
glPushMatrix();
if(transmit){
glRotatef(23,0,0,1);
glTranslatef(1,3.2-w3,3.3);
else glTranslatef(1,20,3.3);
waves();
glPopMatrix();
//stars
glPointSize(5);
for(int j=0;j<100;j++)
for(int i=0;i<100;i++)
rx[j]=rand()/500;
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ry[i]=rand()/500;
glBegin(GL_POINTS);
glColor3f(0,2,2);
glVertex3f(-6+rx[j],ry[i],-5);
glEnd();
glPushMatrix();
//glScaled(1.1,2.0,0.1);
glTranslatef(0.0,0.0,-2.0);
setFont(GLUT_BITMAP_TIMES_ROMAN_24);
glColor3f(1,1,1);
drawstring(1,3.7,-1.0,"Satelitte");
setFont(GLUT_BITMAP_TIMES_ROMAN_24);
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glColor3f(1,1,1);
drawstring(-4.4,.5,-1.0,"Reciever");
setFont(GLUT_BITMAP_TIMES_ROMAN_24);
glColor3f(1,1,0);
drawstring(0,-2,7,"Reciever");
setFont(GLUT_BITMAP_TIMES_ROMAN_24);
glColor3f(1,1,1);
drawstring(-1.5,-1,-1.0,"Transmitter");
setFont(GLUT_BITMAP_TIMES_ROMAN_24);
glColor3f(1,1,1);
drawstring(3.2,1,3,"Reciever");
glPopMatrix();
glFlush();
glutSwapBuffers();
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// Third Screen
void sat3(double ang)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0f,0.0f,-13.0f);
glRotatef(ang,0.0f,1.0f,0.0f);
//earth
glPushMatrix();
glColor3f(0.3,0.6,1);
//glScaled(0.8,0.04,0.8);
//glTranslatef(0.0,0,0.0);
glutSolidSphere(2.0,50,50);
glPopMatrix();
satellite();
glFlush();
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glutSwapBuffers();
void e()
x-=0.07;
sat2(x);
void s()
x-=0.07;
sat2(x);
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void S()
x += .07;
if(transmit)
if(w1<=4.2)
w1+=0.01;
if(w1>=2.5 && w2<=6.9)
w2+=0.01;
if(w1>=2.5 && w3<=5)
w3+=0.01;
sat1();
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void doInit()
/* Background and foreground color */
glClearColor(0.0,0.0,0.0,0);
glViewport(0,0,640,480);
/* Select the projection matrix and reset it then
setup our view perspective */
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(30.0f,(GLfloat)640/(GLfloat)480,0.1f,200.0f);
/* Select the modelview matrix, which we alter with rotatef() */
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
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glClearDepth(2.0f);
glEnable(GL_DEPTH_TEST);
glEnable( GL_COLOR_MATERIAL );
glDepthFunc(GL_LEQUAL);
void display()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0f,0.0f,-13.0f);
stroke_output(-2.0, 1.7, "s/S--> Start");
stroke_output(-2.0, 0.9, "t--> Transmit");
stroke_output(-2.0, 0.0, "q/Q-->Quit");
GLfloat mat_ambient[]={0.0f,1.0f,2.0f,1.0f};
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GLfloat mat_diffuse[]={0.0f,1.5f,.5f,1.0f};
GLfloat mat_specular[]={5.0f,1.0f,1.0f,1.0f};
GLfloat mat_shininess[]={50.0f};
glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient);
glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess);
GLfloat lightIntensity[]={1.7f,1.7f,1.7f,1.0f};
GLfloat light_position3[]={0.0f,8.0f,10.0f,0.0f};
glLightfv(GL_LIGHT0,GL_POSITION,light_position3);
glLightfv(GL_LIGHT0,GL_DIFFUSE,lightIntensity);
GLfloat lightIntensity1[]={1.7f,1.7f,1.7f,1.0f};
GLfloat light_position31[]={-2.0f,8.0f,10.0f,0.0f};
glLightfv(GL_LIGHT1,GL_POSITION,light_position31);
glLightfv(GL_LIGHT1,GL_DIFFUSE,lightIntensity1);
glEnable(GL_COLOR_MATERIAL);
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glFlush();
glutSwapBuffers();
void menu(int id)
switch(id)
case 1:glutIdleFunc(S);
break;
case 2:glutIdleFunc(s);
break;
case 5:exit(0);
break;
glFlush();
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glutSwapBuffers();
glutPostRedisplay();
void mykey(unsigned char key,int x,int y)
if(key=='s')
glutIdleFunc(s);
if(key=='S')
glutIdleFunc(S);
if(key=='e')
glutIdleFunc(e);
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if(key=='t')
{ transmit=!transmit;
if(!transmit)
w1=0;
w2=0;
w3=0;
glutIdleFunc(S);
if(key=='q'||key=='Q')
exit(0);
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int main(int argc, char *argv[])
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB);
glutInitWindowSize(1000,480);
glutInitWindowPosition(0,0);
glutCreateWindow("Working of a Satellite");
glutDisplayFunc(display);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glEnable(GL_NORMALIZE);
glutKeyboardFunc(mykey);
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glutCreateMenu(menu);
glutAddMenuEntry("Pyramid 's'",1);
glutAddMenuEntry("Reverse Pyramid 'S'",2);
glutAddMenuEntry("Quit 'q'",5);
glutAttachMenu(GLUT_RIGHT_BUTTON);
doInit();
glutMainLoop();
return 0;
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OUTPUT OF THE PROGRAM
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Conclusions
The project “Working of a Satellite” demonstrates how signals are transmitted
and received to and from a satellite.
Finally we conclude that this program clearly illustrate the working of a satellite
using OpenGL and has been completed successfully and is ready to be
demonstrated.
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Bibliography
WE HAVE OBTAINED INFORMATION FROM MANY RESOURCES TO DESIGN AND
IMPLEMENT OUR PROJECT SUCCESSIVELY. WE HAVE ACQUIRED MOST OF THE
KNOWLEDGE FROM RELATED WEBSITES. THE FOLLOWING ARE SOME OF THE
RESOURCES :
➢ TEXT BOOKS :
INTERACTIVE COMPUTER GRAPHICS A TOP-DOWN APPROACH
-By Edward Angel.
➢ COMPUTER GRAPHICS,PRINCIPLES & PRACTICES
- Foley van dam
- Feiner hughes
➢ WEB REFERENCES:
http://jerome.jouvie.free.fr/OpenGl/Lessons/Lesson3.php
http://google.com
http://opengl.org
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