/* Un programme OpenGL de deplacement */ /* d'une camera au sein d'une scene animee */ /* */ /* Auteur: Nicolas JANEY */ /* nicolas.janey@univ-fcomte.fr */ /* Octobre 2009 */ #include #include #include #include #include #include /* Variables globales */ static int l = 1; static float px = 0.0F; static float py = 0.5F; static float pz = 0.0F; static float angle = 0.0F; static float ouv = 60.0F; static int anim = 0; static float x[100]; static float z[100]; static float ryl = 0.0F; /* Fonction executee lors d'un changement */ /* de la taille de la fenetre OpenGL */ /* Configuration d'une camera de visualisation */ /* en projection en perspective */ void reshape(int tx,int ty) { /* Configuration du viewport d'affichage */ glViewport(0,0,tx,ty); /* Choix et configuration de la camera */ /* de visualisation */ glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(ouv,(double) tx/ty,0.01,100.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } /* Scene dessinee */ void cylindre(double h,double r,int n,int m) { glPushMatrix(); glRotatef(90.0F,1.0F,0.0F,0.0F); glTranslatef(0.0F,0.0F,-h/2); GLUquadricObj *qobj = gluNewQuadric(); gluQuadricDrawStyle(qobj,GLU_FILL); gluCylinder(qobj,r,r,h,n,m); gluDeleteQuadric(qobj); glPopMatrix(); } void scene(int l) { int i; const GLfloat l_pos[] = { 5.0F,1.0F,0.0F,1.0F }; const GLfloat blanc[4] = { 1.0F,1.0F,1.0F,1.0F }; const GLfloat c1[4] = { 1.0F,1.0F,1.0F,1.0F }; const GLfloat c2[4] = { 0.1F,0.7F,0.6F,1.0F }; const GLfloat c3[4] = { 1.0F,1.0F,0.0F,1.0F }; if ( l ) glEnable(GL_LIGHTING); else glDisable(GL_LIGHTING); glLightfv(GL_LIGHT1,GL_DIFFUSE,blanc); glEnable(GL_LIGHT0); glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); glPushMatrix(); glRotatef(ryl,0.0F,1.0F,0.0F); glLightfv(GL_LIGHT0,GL_POSITION,l_pos); glPopMatrix(); glPushMatrix(); glRotatef(ryl,0.0F,1.0F,0.0F); glTranslatef(5.0F,1.0F,0.0F); glEnable(GL_LIGHT1); glMaterialfv(GL_FRONT,GL_DIFFUSE,blanc); glutSolidSphere(0.1,36,36); glDisable(GL_LIGHT1); glPopMatrix(); glPushMatrix(); glNormal3f(0.0F,1.0F,0.0F); glMaterialfv(GL_FRONT,GL_DIFFUSE,c1); glColor4fv(c1); glBegin(GL_QUADS); for ( i = 0 ; i < 20 ; i++ ) { for ( int j = 0 ; j < 20 ; j++ ) { if ( (i+j)%2 == 1 ) { glVertex3f(i-10.0F,0.0F,j-10.0F); glVertex3f(i-9.0F,0.0F,j-10.0F); glVertex3f(i-9.0F,0.0F,j-9.0F); glVertex3f(i-10.0F,0.0F,j-9.0F); } } } glEnd(); glMaterialfv(GL_FRONT,GL_DIFFUSE,c2); glColor4fv(c2); glBegin(GL_QUADS); for ( i = 0 ; i < 20 ; i++ ) { for ( int j = 0 ; j < 20 ; j++ ) { if ( (i+j)%2 == 0 ) { glVertex3f(i-10.0F,0.0F,j-10.0F); glVertex3f(i-9.0F,0.0F,j-10.0F); glVertex3f(i-9.0F,0.0F,j-9.0F); glVertex3f(i-10.0F,0.0F,j-9.0F); } } } glEnd(); glMaterialfv(GL_FRONT,GL_DIFFUSE,c3); glColor4fv(c3); for ( i = 0 ; i < 100 ; i++ ) { glPushMatrix(); glTranslatef(x[i],1.0F,z[i]); cylindre(2.0,0.05,20,20); glPopMatrix(); } glPopMatrix(); } /* Fonction executee lors d'un rafraichissement */ /* de la fenetre de dessin */ void display(void) { glClearColor(0.6F,0.6F,0.6F,1.0F) ; glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) ; glPushMatrix(); gluLookAt(px,py,pz, px+sin(angle),py,pz+cos(angle), 0.0,1.0,0.0); /* Affichage de la scene */ scene(1); glPopMatrix(); glFlush(); glutSwapBuffers(); int error = glGetError(); if ( error != GL_NO_ERROR ) printf("Attention, erreur OpenGL %d\n",error); } /* Fonction executee lors de la frappe */ /* d'une touche non alphanumerique du clavier */ int positionAcceptable(float px,float pz) { for ( int i = 0 ; i < 100 ; i++ ) { float dx = px-x[i]; float dz = pz-z[i]; float d = sqrt(dx*dx+dz*dz); if ( d < 0.06F ) return(0); } return(1); } void special(int key,int x,int y) { switch ( key ) { case GLUT_KEY_UP : { float npx = px + 0.1F*sin(angle); float npz = pz + 0.1F*cos(angle); if ( positionAcceptable(npx,npz) ) { px = npx; pz = npz; glutPostRedisplay(); } } break; case GLUT_KEY_DOWN : { float npx = px - 0.1F*sin(angle); float npz = pz - 0.1F*cos(angle); if ( positionAcceptable(npx,npz) ) { px = npx; pz = npz; glutPostRedisplay(); } } break; case GLUT_KEY_RIGHT : angle -= 0.03F; glutPostRedisplay(); break; case GLUT_KEY_LEFT : angle += 0.03F; glutPostRedisplay(); break; } } /* Fonction executee lorsqu'aucun evenement */ /* n'est en attente de gestion */ void idle(void) { ryl += 1.0F; glutPostRedisplay(); } /* Fonction executee lors de la frappe */ /* d'une touche alphanumerique du clavier */ void keyboard(unsigned char key,int x,int y) { switch ( key ) { case 0x0D : { anim = !anim; glutIdleFunc((anim) ? idle : NULL); } break; case 0x20 : l = !l ; glutPostRedisplay(); break; case 0x1B : exit(0); } } /* Fonction principale */ int main(int argc,char **argv) { srand(0); for ( int i = 0 ; i < 100 ; i++ ) { x[i] = -10.0F+((float) (rand()%1000)/50.0F); z[i] = -10.0F+((float) (rand()%1000)/50.0F); } glutInit(&argc,argv); glutInitDisplayMode(GLUT_RGBA|GLUT_DOUBLE|GLUT_DEPTH); glutInitWindowSize(450,200); glutInitWindowPosition(50,50); glutCreateWindow("Deplacement de camera et scene animee"); glutReshapeFunc(reshape); glutKeyboardFunc(keyboard); glutSpecialFunc(special); glutDisplayFunc(display); glutMainLoop(); return(0); }