/* Auteur: Nicolas JANEY */ /* Avril 2001 */ /* Illustration de la modelisation */ /* de scenes */ #include #include #include #include #include #include #include static float anglex = 0.0F ; static float angley = 0.0F ; static int type = 0 ; static int lumi = 0 ; static int mode = 0 ; static int affi = 0 ; void cylindre(double r,double h,int n) { double *cs =(double *) calloc(n+1,sizeof(double)) ; double *sn =(double *) calloc(n+1,sizeof(double)) ; double *ncs =(double *) calloc(n+1,sizeof(double)) ; double *nsn =(double *) calloc(n+1,sizeof(double)) ; cs[0] = cs[n] = r ; sn[0] = sn[n] = 0.0 ; ncs[0] = ncs[n] = 1.0 ; nsn[0] = nsn[n] = 0.0 ; for ( int i = 1 ; i < n ; i++ ) { double a = 3.14159/n*2*i ; ncs[i] = cos(a) ; nsn[i] = sin(a) ; cs[i] = r*ncs[i] ; sn[i] = r*nsn[i] ; } glBegin(GL_POLYGON) ; glNormal3f(0.0,1.0,0.0) ; for ( i = 0 ; i < n ; i++ ) { glVertex3d(cs[i],h/2,sn[i]); } glEnd() ; glBegin(GL_POLYGON) ; glNormal3f(0.0,-1.0,0.0) ; for ( i = 0 ; i < n ; i++ ) { glVertex3d(cs[i],-h/2,sn[i]); } glEnd() ; glBegin(GL_QUADS) ; for ( i = 0 ; i < n ; i++ ) { glNormal3d(ncs[i],0.0,nsn[i]) ; glVertex3d(cs[i],h/2,sn[i]); glNormal3d(ncs[i+1],0.0,nsn[i+1]) ; glVertex3d(cs[i+1],h/2,sn[i+1]); glVertex3d(cs[i+1],-h/2,sn[i+1]); glNormal3d(ncs[i],0.0,nsn[i]) ; glVertex3d(cs[i],-h/2,sn[i]); } glEnd() ; free(sn) ; free(cs) ; free(nsn) ; free(ncs) ; } void cone(double r,double h,int n) { double *cs =(double *) calloc(n+1,sizeof(double)) ; double *sn =(double *) calloc(n+1,sizeof(double)) ; double *ncs =(double *) calloc(n+1,sizeof(double)) ; double *nsn =(double *) calloc(n+1,sizeof(double)) ; cs[0] = cs[n] = r ; sn[0] = sn[n] = 0.0 ; ncs[0] = ncs[n] = 1.0 ; nsn[0] = nsn[n] = 0.0 ; for ( int i = 1 ; i < n ; i++ ) { double a = 3.14159/n*2*i ; ncs[i] = cos(a) ; nsn[i] = sin(a) ; cs[i] = r*ncs[i] ; sn[i] = r*nsn[i] ; } glBegin(GL_POLYGON) ; glNormal3f(0.0,-1.0,0.0) ; for ( i = 0 ; i < n ; i++ ) { glVertex3d(cs[i],-h/2,sn[i]); } glEnd() ; glBegin(GL_QUADS) ; for ( i = 0 ; i < n ; i++ ) { glNormal3d(ncs[i],0.0,nsn[i]) ; glVertex3d(0,h/2,0); glNormal3d(ncs[i+1],0.0,nsn[i+1]) ; glVertex3d(0,h/2,0); glVertex3d(cs[i+1],-h/2,sn[i+1]); glNormal3d(ncs[i],0.0,nsn[i]) ; glVertex3d(cs[i],-h/2,sn[i]); } glEnd() ; glEnd() ; free(sn) ; free(cs) ; free(nsn) ; free(ncs) ; } void objetsIllumines() { glEnable(GL_LIGHTING); glPushMatrix(); float rouge[] = { 1.0F,0.2F,0.2F,1.0F }; glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,rouge) ; glTranslatef(0.5F,0.1F,0.0F) ; glRotatef(-90.0f,1.0f,0.0f,0.0f); if ( affi == 0 ) auxSolidCone(0.4,0.8) ; else auxWireCone(0.4,0.8) ; glPopMatrix(); glPushMatrix(); float vert[] = { 0.2F,1.0F,0.2F,1.0F }; glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,vert) ; glTranslatef(-0.5F,0.5F,0.0F) ; if ( affi == 0 ) auxSolidSphere(0.4) ; else auxWireSphere(0.4) ; glPopMatrix(); glPushMatrix(); float cyan[] = { 1.0F,0.2F,1.0F,1.0F }; glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,cyan) ; glTranslatef(0.5F,-0.5F,0.0F) ; if ( affi == 0 ) auxSolidCube(0.7) ; else auxWireCube(0.7) ; glPopMatrix(); glPushMatrix(); float bleu[] = { 0.0F,0.0F,1.0F,1.0F }; glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,bleu) ; glTranslatef(-0.5F,-1.1F,0.0F) ; if ( affi == 0 ) auxSolidCylinder(0.3,0.8) ; else auxWireCylinder(0.3,0.8) ; glPopMatrix(); glDisable(GL_LIGHTING); } void facettesIlluminees() { glEnable(GL_LIGHTING); glPushMatrix(); glScalef(0.15F,0.15F,0.15F) ; float bleu[] = { 0.0F,0.0F,1.0F,1.0F }; float rouge[] = { 1.0F,0.0F,0.0F,1.0F }; glBegin(GL_QUADS) ; glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,bleu) ; glNormal3f(0.0F,0.0F,1.0F) ; glVertex3f(-7.0F,2.0F,1.0F) ; glNormal3f(0.0F,1.0F,1.0F) ; glVertex3f(-1.0F,7.0F,-1.0F) ; glNormal3f(1.0F,0.0F,1.0F) ; glVertex3f(2.0F,6.0F,1.0F) ; glNormal3f(1.0F,1.0F,1.0F) ; glVertex3f(-6.0F,-3.0F,3.0F) ; glEnd() ; glBegin(GL_QUADS) ; glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,rouge) ; glNormal3f(1.0F,0.0F,1.0F) ; glVertex3f(3.0F,-8.0F,-1.0F) ; glNormal3f(0.0F,0.0F,1.0F) ; glVertex3f(7.0F,-5.0F,-2.0F) ; glNormal3f(1.0F,1.0F,1.0F) ; glVertex3f(9.0F,2.0F,3.0F) ; glNormal3f(0.0F,1.0F,1.0F) ; glVertex3f(1.0F,-3.0F,-2.0F) ; glEnd() ; glPopMatrix(); glDisable(GL_LIGHTING); } void objetsNonIllumines() { glPushMatrix(); float rouge[] = { 1.0F,0.2F,0.2F,1.0F }; glColor4fv(rouge) ; glTranslatef(0.5F,0.1F,0.0F) ; glRotatef(-90.0f,1.0f,0.0f,0.0f); if ( affi == 0 ) auxSolidCone(0.4,0.8) ; else auxWireCone(0.4,0.8) ; glPopMatrix(); glPushMatrix(); float vert[] = { 0.2F,1.0F,0.2F,1.0F }; glColor4fv(vert) ; glTranslatef(-0.5F,0.5F,0.0F) ; if ( affi == 0 ) auxSolidSphere(0.4) ; else auxWireSphere(0.4) ; glPopMatrix(); glPushMatrix(); float cyan[] = { 1.0F,0.2F,1.0F,1.0F }; glColor4fv(cyan) ; glTranslatef(0.5F,-0.5F,0.0F) ; if ( affi == 0 ) auxSolidCube(0.7) ; else auxWireCube(0.7) ; glPopMatrix(); glPushMatrix(); float bleu[] = { 0.0F,0.0F,1.0F,1.0F }; glColor4fv(bleu) ; glTranslatef(-0.5F,-1.1F,0.0F) ; if ( affi == 0 ) auxSolidCylinder(0.3,0.8) ; else auxWireCylinder(0.3,0.8) ; glPopMatrix(); } void facettesNonIlluminees() { glPushMatrix(); glScalef(0.15F,0.15F,0.15F) ; float noir[] = { 0.0F,0.0F,0.0F,1.0F }; float rouge[] = { 1.0F,0.0F,0.0F,1.0F }; float vert[] = { 0.0F,1.0F,0.0F,1.0F }; float bleu[] = { 0.0F,0.0F,1.0F,1.0F }; float jaune[] = { 1.0F,1.0F,0.0F,1.0F }; float cyan[] = { 1.0F,0.0F,1.0F,1.0F }; float magenta[] = { 0.0F,1.0F,1.0F,1.0F }; float blanc[] = { 1.0F,1.0F,1.0F,1.0F }; glBegin(GL_QUADS) ; glColor3fv(bleu) ; glVertex3f(-7.0F,2.0F,1.0F) ; glColor3fv(rouge) ; glVertex3f(-1.0F,7.0F,-1.0F) ; glColor3fv(vert) ; glVertex3f(2.0F,6.0F,1.0F) ; glColor3fv(noir) ; glVertex3f(-6.0F,-3.0F,3.0F) ; glEnd() ; glBegin(GL_QUADS) ; glColor3fv(jaune) ; glVertex3f(3.0F,-8.0F,-1.0F) ; glColor3fv(cyan) ; glVertex3f(7.0F,-5.0F,-2.0F) ; glColor3fv(magenta) ; glVertex3f(9.0F,2.0F,3.0F) ; glColor3fv(blanc) ; glVertex3f(1.0F,-3.0F,-2.0F) ; glEnd() ; glPopMatrix(); } void CALLBACK display() { glClearColor(0.5F,0.5F,0.5F,0.0F); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glPushMatrix(); glRotatef(angley,0.0F,1.0F,0.0F) ; glRotatef(anglex,1.0F,0.0F,0.0F) ; if ( mode == 1 ) glShadeModel(GL_FLAT); else glShadeModel(GL_SMOOTH); switch ( type + 2*lumi ) { case 3 : objetsNonIllumines(); break; case 2 : facettesNonIlluminees() ; break; case 1 : objetsIllumines(); break; case 0 : facettesIlluminees() ; } glPopMatrix(); glFlush(); auxSwapBuffers(); } void CALLBACK reshape(int w,int h) { glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-1.3,1.3,-1.3,1.3,-3.0,3.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void initialize() { glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHT0); glEnable(GL_NORMALIZE); float jaune[] = { 1.0F,1.0F,1.0F,1.0F }; glLightfv(GL_LIGHT0,GL_DIFFUSE,jaune) ; } void CALLBACK auxKeyLeft() { angley++ ; } void CALLBACK auxKeyRight() { angley-- ; } void CALLBACK auxKeyUp() { anglex++ ; } void CALLBACK auxKeyDown() { anglex-- ; } void CALLBACK auxKeyM() { mode = 1 - mode ; } void CALLBACK auxKeym() { mode = 1 - mode ; } void CALLBACK auxKeyA() { affi = 1 - affi ; } void CALLBACK auxKeya() { affi = 1 - affi ; } void CALLBACK auxKeyReturn() { type = 1 - type ; } void CALLBACK auxKeySpace() { lumi = 1 - lumi ; } void main(void) { auxInitDisplayMode(AUX_DOUBLE|AUX_RGBA|AUX_DEPTH); auxInitPosition (0,0,300,300); auxInitWindow("Objets") ; initialize(); auxKeyFunc(AUX_UP,auxKeyUp) ; auxKeyFunc(AUX_DOWN,auxKeyDown) ; auxKeyFunc(AUX_LEFT,auxKeyLeft) ; auxKeyFunc(AUX_RIGHT,auxKeyRight) ; auxKeyFunc(AUX_m,auxKeym) ; auxKeyFunc(AUX_M,auxKeyM) ; auxKeyFunc(AUX_a,auxKeya) ; auxKeyFunc(AUX_A,auxKeyA) ; auxKeyFunc(AUX_RETURN,auxKeyReturn) ; auxKeyFunc(AUX_SPACE,auxKeySpace) ; auxReshapeFunc(reshape); auxMainLoop(display); }