/* Auteur: Nicolas JANEY */ /* nicolas.janey@univ-fcomte.fr */ /* Avril 2001 */ /* Les lumieres en OpenGL */ #include #include #include #include #include #include #include "ModuleCouleurs.h" #include "ModuleManipulateur.h" #include "ModuleMenus.h" #include "ModuleReshape.h" static int scene = 0 ; void display(void) { glClearColor(0.0F,0.0F,0.0F,0.0F); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); switch ( scene ) { case 0 : glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); glEnable(GL_LIGHT2); break; case 1 : glEnable(GL_LIGHT0); glDisable(GL_LIGHT1); glDisable(GL_LIGHT2); break; case 2 : glDisable(GL_LIGHT0); glEnable(GL_LIGHT1); glDisable(GL_LIGHT2); break; case 3 : glDisable(GL_LIGHT0); glDisable(GL_LIGHT1); glEnable(GL_LIGHT2); break; } glPushMatrix(); manipulateurSouris(); manipulateurClavier(); glPushMatrix(); glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION,couleurNoir()) ; glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,couleurCyan()) ; glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,couleurRouge()) ; glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,couleurNoir()) ; glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,100) ; glTranslatef(-1.5F,0.0F,0.0F) ; glutSolidSphere(1.0,50,50) ; glPopMatrix(); glPushMatrix(); glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION,couleurNoir()) ; glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,couleurMagenta()) ; glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,couleurNoir()) ; glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,couleurNoir()) ; glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,0) ; glTranslatef(1.5F,0.0F,0.0F) ; glRotatef(-90.0f,1.0f,0.0f,0.0f); glTranslatef(0.0f,0.0f,-1.0f); glutSolidCone(1.0,2.0,50,50) ; glPopMatrix(); glPopMatrix(); glFlush(); glutSwapBuffers(); } void myinit (void) { glShadeModel(GL_SMOOTH); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); float dir0[] = { -1.0f,0.0f,1.0f,0.0f } ; glLightfv(GL_LIGHT0,GL_DIFFUSE,couleurCyan()) ; glLightfv(GL_LIGHT0,GL_SPECULAR,couleurCyan()) ; glLightfv(GL_LIGHT0,GL_AMBIENT,couleurNoir()) ; glLightfv(GL_LIGHT0,GL_POSITION,dir0) ; float pos1[] = { 4.0f,0.0f,0.0f,1.0f } ; glLightfv(GL_LIGHT1,GL_DIFFUSE,couleurJaune()) ; glLightfv(GL_LIGHT1,GL_SPECULAR,couleurJaune()) ; glLightfv(GL_LIGHT1,GL_AMBIENT,couleurNoir()) ; glLightfv(GL_LIGHT1,GL_POSITION,pos1) ; float pos2[] = { -1.5f,0.0f,5.0f,1.0f } ; float dir2[] = { 0.0f,0.0f,-1.0f,0.0f } ; glLightfv(GL_LIGHT2,GL_DIFFUSE,couleurBleu()) ; glLightfv(GL_LIGHT2,GL_SPECULAR,couleurBleu()) ; glLightfv(GL_LIGHT2,GL_AMBIENT,couleurNoir()) ; glLightfv(GL_LIGHT2,GL_POSITION,pos2) ; glLightfv(GL_LIGHT2,GL_SPOT_DIRECTION,dir2) ; glLightf(GL_LIGHT2,GL_SPOT_CUTOFF,0.15F*180.0F/3.14159F) ; glEnable(GL_AUTO_NORMAL); glEnable(GL_NORMALIZE); } void key(unsigned char key,int x,int y) { if ( keyManipulateur(key,x,y) ) glutPostRedisplay(); else switch ( key ) { case 0x0D : scene = (scene+1)%4; glutPostRedisplay(); break; } } int main(int argc,char **argv) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE); glutInitWindowSize(300,150); glutInitWindowPosition(50,50); glutCreateWindow("Lumieres et materiaux"); myinit(); creationMenuBasique(); setParametresOrthoBasique(-1.8F,1.8F,-1.8F,1.8F,-500.0,500.0); setManipulateurDistance(1.0F); glutReshapeFunc(reshapeOrthoBasique); glutKeyboardFunc(key); glutSpecialFunc(specialBasique); glutMotionFunc(motionBasique); glutMouseFunc(sourisBasique); glutDisplayFunc(display); glutMainLoop(); return(0); }