/* Auteur: Nicolas JANEY */ /* nicolas.janey@univ-fcomte.fr */ /* Avril 2001 */ /* Utilisation d'une courbe de Bezier */ /* pour generer un objet texture */ /* (un vase) par revolution */ #include #include #include #include #include #include "ModuleCouleurs.h" #include "ModuleManipulateur.h" #include "ModuleMenus.h" #include "ModuleReshape.h" #define iw 256 #define ih 256 #define tf "VentPrairie.raw" static GLubyte im[3*iw*ih]; static int cyl = 0 ; static int pt = 0 ; static int ff = 0 ; static int np1 = 20 ; static int np2 = 20 ; float p = 0.55F ; float pts1[10][2] = { {0.0F,-5.0F}, {5.0F,-5.0}, {4.5F,-4.0F}, {2.0F,-2.0F}, {1.5F,0.0F}, {0.2F,1.0F}, {0.2F,2.0F}, {1.5F,4.0F}, {1.5F,5.0F}, {0.5F,5.0F} } ; GLfloat texpts[2][2][2] = { {{0.0,0.0},{0.0,1.0}}, {{1.0,0.0},{1.0,1.0}}}; void lectureTexture(char *fichier,int dx,int dy) { FILE *f = fopen(fichier,"rb") ; if ( f ) { for ( int i = 0 ; i < dx ; i++ ) for ( int j = 0 ; j < dy ; j++ ) fread(&im[(j*dy+i)*3],1,3,f) ; fclose(f) ; } } void points(float *pts) { glDisable(GL_TEXTURE_2D); glDisable(GL_LIGHTING) ; glPointSize(5.0); glColor4fv(couleurBlanc()); glBegin(GL_POINTS); for ( int i = 0 ; i < 40 ; i++ ) glVertex3fv(&pts[i*3]); glEnd(); glEnable(GL_LIGHTING) ; glEnable(GL_TEXTURE_2D); } void traceQuartVaseBezierGL(void) { glPushMatrix() ; float pts[10][4][3] ; for ( int i = 0 ; i < 10 ; i++ ) { pts[i][0][0] = pts1[i][0] ; pts[i][0][1] = pts1[i][1] ; pts[i][0][2] = 0.0F ; pts[i][1][0] = pts1[i][0] ; pts[i][1][1] = pts1[i][1] ; pts[i][1][2] = p*pts1[i][0] ; pts[i][2][0] = p*pts1[i][0] ; pts[i][2][1] = pts1[i][1] ; pts[i][2][2] = pts1[i][0] ; pts[i][3][0] = 0.0F ; pts[i][3][1] = pts1[i][1] ; pts[i][3][2] = pts1[i][0] ; } glMap2f(GL_MAP2_VERTEX_3, 0.0F,1.0F, 3,4, 0.0F,1.0F, 12,10, (float *) pts); glEnable(GL_MAP2_VERTEX_3); glEnable(GL_AUTO_NORMAL); glEnable(GL_NORMALIZE); glMapGrid2f(np1,0.0,1.0,np2,0.0,1.0); if ( ff ) glEvalMesh2(GL_LINE,0,np1,0,np2); else glEvalMesh2(GL_FILL,0,np1,0,np2); if ( pt ) points((float *) pts) ; glPopMatrix() ; } void traceVaseBezierGL(void) { glPushMatrix() ; traceQuartVaseBezierGL() ; glRotatef(90.0F,0.0F,1.0F,0.0F) ; traceQuartVaseBezierGL() ; glRotatef(90.0F,0.0F,1.0F,0.0F) ; traceQuartVaseBezierGL() ; glRotatef(90.0F,0.0F,1.0F,0.0F) ; traceQuartVaseBezierGL() ; glPopMatrix() ; } void display(void) { glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT); glPushMatrix(); glEnable(GL_DEPTH_TEST); manipulateurSouris(); manipulateurClavier(); traceVaseBezierGL() ; glPopMatrix(); glFlush(); glutSwapBuffers(); } void initlights(void) { GLfloat pos[] = { 0.0F,0.0F,-1.0F,0.0F }; GLfloat shininess[] = { 50.0F }; glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); glLightfv(GL_LIGHT0,GL_AMBIENT,couleurGrisFonce()); glLightfv(GL_LIGHT0,GL_DIFFUSE,couleurBlanc()); glLightfv(GL_LIGHT0,GL_POSITION,pos); glMaterialfv(GL_FRONT,GL_SPECULAR,couleurBlanc()); glMaterialfv(GL_FRONT,GL_SHININESS,shininess); } void myinit(void) { glClearColor(0.5F,0.5F,0.5F,1.0F); lectureTexture(tf,iw,ih) ; glMap2f(GL_MAP2_TEXTURE_COORD_2, 0.0F,1.0F,2,2, 0.0F,1.0F,4,2, &texpts[0][0][0]); glEnable(GL_MAP2_TEXTURE_COORD_2); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0,3,iw,ih,0, GL_RGB, GL_UNSIGNED_BYTE, im); glEnable(GL_TEXTURE_2D); glShadeModel(GL_SMOOTH); glDepthFunc(GL_LESS); glEnable(GL_AUTO_NORMAL); glEnable(GL_NORMALIZE); initlights(); } void key(unsigned char key,int x,int y) { if ( keyManipulateur(key,x,y) ) glutPostRedisplay(); else switch ( key ) { case 'p' : pt = 1-pt; glutPostRedisplay(); break; case 'a' : ff = 1-ff; glutPostRedisplay(); break; case 'q' : np1++; glutPostRedisplay(); break; case 'Q' : np1--; if ( np1 < 3 ) np1 = 3; glutPostRedisplay(); break; case 's' : np2++; glutPostRedisplay(); break; case 'S' : np2--; if ( np2 < 3 ) np2 = 3; 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("Vase par revolution avec texture"); myinit(); creationMenuBasique(); setParametresOrthoBasique(-7.0,7.0,-7.0,7.0,-500.0,500.0); setManipulateurDistance(1.0F); glutReshapeFunc(reshapeOrthoBasique); glutKeyboardFunc(key); glutSpecialFunc(specialBasique); glutMotionFunc(motionBasique); glutMouseFunc(sourisBasique); glutDisplayFunc(display); glutMainLoop(); return(0); }