/* Auteur: Nicolas JANEY */ /* nicolas.janey@univ-fcomte.fr */ /* Janvier 2014 */ /* Modelisation OpenGL d'une scene */ /* composee de spheres et de cylindres */ #include #include #include #include #include #include "Modules/ModuleCouleurs.h" #include "Modules/ModuleCylindres.h" #include "Modules/ModuleFont.h" #include "Modules/ModuleManipulateur.h" #include "Modules/ModuleMenus.h" #include "Modules/ModuleReshape.h" static int maille = 0 ; static int scn = 0; static int n = 20; static int wire = 0; static float tRy[20] = { 10.0F,10.0F,10.0F,10.0F,10.0F, 10.0F,10.0F,10.0F,10.0F,10.0F, 10.0F,10.0F,10.0F,10.0F,10.0F, 10.0F,10.0F,10.0F,10.0F,10.0F }; static float tRx[20] = { 10.0F, 10.0F, 10.0F, 10.0F, 10.0F, 10.0F, 10.0F, 10.0F, 10.0F, 10.0F, -10.0F,-10.0F,-10.0F,-10.0F,-10.0F, -10.0F,-10.0F,-10.0F,-10.0F,-10.0F }; void init(void) { GLfloat light_position0[] = { 30.0F, 30.0F,30.0F,1.0F }; GLfloat light_position1[] = { -30.0F,-30.0F,30.0F,1.0F }; glLightfv(GL_LIGHT0,GL_AMBIENT,couleurNoir()); glLightfv(GL_LIGHT0,GL_DIFFUSE,couleurBlanc()); glLightfv(GL_LIGHT1,GL_DIFFUSE,couleurBlanc()); glLightfv(GL_LIGHT0,GL_SPECULAR,couleurNoir()); glLightfv(GL_LIGHT0,GL_POSITION,light_position0); glLightfv(GL_LIGHT1,GL_POSITION,light_position1); glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); setManipulateurClavierAngle(35.0F,20.0F,0.0F); } void axes() { glPushMatrix() ; glColor4fv(couleurJaune()) ; glBegin(GL_LINES) ; glVertex3f(0.0F,0.0F,0.0F) ; glVertex3f(1.0F,0.0F,0.0F) ; glEnd() ; placeFontCursor(1.05F,0.05F,0.05F); simpleBitmapOutput("x"); glColor4fv(couleurCyan()) ; glBegin(GL_LINES) ; glVertex3f(0.0F,0.0F,0.0F) ; glVertex3f(0.0F,1.0F,0.0F) ; glEnd() ; placeFontCursor(0.05F,1.05F,0.05F); simpleBitmapOutput("y"); glColor4fv(couleurMagenta()) ; glBegin(GL_LINES) ; glVertex3f(0.0F,0.0F,0.0F) ; glVertex3f(0.0F,0.0F,1.0F) ; glEnd() ; placeFontCursor(0.05F,0.05F,1.05F); simpleBitmapOutput("z"); if ( maille ) { glColor4fv(couleurGrisMoyen()) ; for ( int i = -100 ; i < 100 ; i++ ) { glBegin(GL_LINES) ; glVertex3f((float) i,200.0F,0.0F) ; glVertex3f((float) i,-200.0F,0.0F) ; glEnd() ; glBegin(GL_LINES) ; glVertex3f(200.0F,(float) i,0.0F) ; glVertex3f(-200.0F,(float) i,0.0F) ; glEnd() ; } } glPopMatrix() ; } /////////////////////////////////////////////////// void element() { solidCylindre(1.0F,1.0F,20,5); glTranslatef(0.0F,0.8F,0.0F); glutSolidSphere(0.5F,15,15); } void tentacule(int n,float *tRy,float *tRx) { glPushMatrix(); element(); for ( int i = 0 ; i < n-1 ; i++ ) { glRotatef(tRy[i],0.0F,1.0F,0.0F); glRotatef(tRx[i],1.0F,0.0F,0.0F); glTranslatef(0.0F,0.8F,0.0F); element(); } glPopMatrix(); } /////////////////////////////////////////////////// void scene(int n) { glPushMatrix(); element(); for ( int i = 0 ; i < n-1 ; i++ ) { glTranslatef(0.0F,0.8F,0.0F); element(); } glPopMatrix(); } void display(void) { glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glPushMatrix() ; manipulateurSouris(); manipulateurClavier(); glDisable(GL_LIGHTING); axes(); glPolygonMode(GL_FRONT_AND_BACK,(wire) ? GL_LINE : GL_FILL); if ( !wire ) glEnable(GL_LIGHTING); else glColor4fv(couleurBlanc()) ; if ( scn ) scene(3); else tentacule(20,tRy,tRx); glPopMatrix(); glFlush(); glutSwapBuffers(); } void key(unsigned char key,int x,int y) { if ( keyManipulateur(key,x,y) ) glutPostRedisplay(); else switch ( key ) { case 0x0D : wire = !wire; glutPostRedisplay(); break; case 0x20 : scn = !scn; glutPostRedisplay(); break; case 'm' : maille = !maille ; glutPostRedisplay(); break; } } int main(int argc,char **argv) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE); glutInitWindowSize(300,300); glutInitWindowPosition(50,50); glutCreateWindow("Un bras robot tentacule"); init(); creationMenuBasique(); setParametresOrthoBasique(-10.0,10.0,-10.0,10.0,-50.0,50.0); setManipulateurDistance(1.0F); glutReshapeFunc(reshapeOrthoBasique); glutKeyboardFunc(key); glutSpecialFunc(specialBasique); glutMotionFunc(motionBasique); glutMouseFunc(sourisBasique); glutDisplayFunc(display); glutMainLoop(); return(0); }