/* Auteur: Nicolas JANEY */ /* nicolas.janey@univ-fcomte.fr */ /* Octobre 2004 */ /* Materiel et lumieres sur des spheres */ #include #include #include #include "ModuleMenus.h" #include "ModuleReshape.h" #include "ModuleManipulateur.h" #include "ModuleCouleurs.h" static int mode = 0; static int disc = 120; void myinit(void) { glClearColor(0.0F,0.0F,0.0F,1.0F) ; glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_AUTO_NORMAL); glEnable(GL_NORMALIZE); glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); } void display(void) { glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glPushMatrix(); manipulateurSouris(); manipulateurClavier(); switch ( mode ) { case 0 : case 1 : case 2 : case 5 : glDisable(GL_LIGHT1); glDisable(GL_LIGHT2); break; case 3 : glEnable(GL_LIGHT1); glDisable(GL_LIGHT2); break; case 4 : glEnable(GL_LIGHT1); glEnable(GL_LIGHT2); break; } switch ( mode ) { case 0 : case 1 : { GLfloat l_pos[] = { 0.0F,0.0F,1.0F,0.0F }; glLightfv(GL_LIGHT0,GL_POSITION,l_pos); glLightfv(GL_LIGHT0,GL_DIFFUSE,couleurBlanc()); glLightfv(GL_LIGHT0,GL_SPECULAR,couleurBlanc()); glLightfv(GL_LIGHT0,GL_AMBIENT,couleurNoir()); } break; case 2 : case 3 : case 4 : { GLfloat l_pos[] = { 1.0F,0.0F,0.0F,0.0F }; glLightfv(GL_LIGHT0,GL_POSITION,l_pos); glLightfv(GL_LIGHT0,GL_DIFFUSE,couleurBlanc()); glLightfv(GL_LIGHT0,GL_SPECULAR,couleurBlanc()); glLightfv(GL_LIGHT0,GL_AMBIENT,couleurNoir()); } { GLfloat l_pos[] = { 0.0F,0.0F,0.0F,1.0F }; glLightfv(GL_LIGHT1,GL_POSITION,l_pos); glLightfv(GL_LIGHT1,GL_DIFFUSE,couleurBlanc()); glLightfv(GL_LIGHT1,GL_SPECULAR,couleurBlanc()); glLightfv(GL_LIGHT1,GL_AMBIENT,couleurNoir()); } { GLfloat l_pos[] = { 0.0F,0.0F,10.0F,1.0F }; GLfloat l_dir[] = { 0.0F,0.0F,-1.0F,0.0F }; glLightfv(GL_LIGHT2,GL_POSITION,l_pos); glLightfv(GL_LIGHT2,GL_DIFFUSE,couleurBlanc()); glLightfv(GL_LIGHT2,GL_SPECULAR,couleurBlanc()); glLightfv(GL_LIGHT2,GL_AMBIENT,couleurNoir()); glLightfv(GL_LIGHT2,GL_SPOT_DIRECTION,l_dir); glLightf(GL_LIGHT2,GL_SPOT_CUTOFF,25); } break; } switch (mode) { case 0 : glMaterialfv(GL_FRONT,GL_DIFFUSE,couleurRouge()); glMaterialfv(GL_FRONT,GL_SPECULAR,couleurNoir()); glMaterialfv(GL_FRONT,GL_AMBIENT,couleurNoir()); glMaterialf(GL_FRONT,GL_SHININESS,20.0F); glutSolidSphere(5.0,disc,disc); break; case 3 : case 4 : glPushMatrix(); glTranslatef(10.0F,0.0F,0.0F); glutSolidSphere(2.0,disc,disc); glPopMatrix(); case 1 : case 2 : glMaterialfv(GL_FRONT,GL_DIFFUSE,couleurRouge()); glMaterialfv(GL_FRONT,GL_SPECULAR,couleurVert()); glMaterialfv(GL_FRONT,GL_AMBIENT,couleurNoir()); glMaterialf(GL_FRONT,GL_SHININESS,50.0F); glutSolidSphere(5.0,disc,disc); break; case 5 : GLfloat l_pos[] = { 0.0F,0.0F,0.0F,1.0F }; glTranslatef(3.0F,0.0F,0.0F); glScalef(1.5F,1.5F,1.5F); glLightfv(GL_LIGHT0,GL_POSITION,l_pos); glLightfv(GL_LIGHT0,GL_AMBIENT,couleurNoir()); glMaterialfv(GL_FRONT,GL_DIFFUSE,couleurBlanc()); glMaterialfv(GL_FRONT,GL_SPECULAR,couleurBlanc()); glMaterialfv(GL_FRONT,GL_AMBIENT,couleurNoir()); glMaterialf(GL_FRONT,GL_SHININESS,50.0F); glLightfv(GL_LIGHT0,GL_DIFFUSE,couleurBleu()); glLightfv(GL_LIGHT0,GL_SPECULAR,couleurBleu()); glPushMatrix(); glTranslatef(5.0F,0.0F,0.0F); glutSolidSphere(2.0,disc,disc); glPopMatrix(); glLightfv(GL_LIGHT0,GL_DIFFUSE,couleurVert()); glLightfv(GL_LIGHT0,GL_SPECULAR,couleurVert()); glPushMatrix(); glTranslatef(-5.0F,0.0F,0.0F); glutSolidSphere(2.0,disc,disc); glPopMatrix(); break; } glPopMatrix(); glFlush(); glutSwapBuffers(); } void key(unsigned char key,int x,int y) { if ( keyManipulateur(key,x,y) ) glutPostRedisplay(); else switch ( key ) { case 43 : disc++ ; glutPostRedisplay() ; break ; case 45 : disc-- ; if ( disc < 3 ) disc = 3; glutPostRedisplay() ; break ; case 0x0D : mode = (mode+1)%6 ; glutPostRedisplay() ; break ; } } int main(int argc,char **argv) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE); glutInitWindowSize(240,160); glutInitWindowPosition(50,50); glutCreateWindow("Materiel et lumieres"); myinit(); creationMenuBasique(); setParametresOrthoBasique(-5.0,9.0,-7.0,7.0,-50.0,50.0); setManipulateurDistance(1.0F); glutReshapeFunc(reshapeOrthoBasique); glutKeyboardFunc(key); glutSpecialFunc(specialBasique); glutMotionFunc(motionBasique); glutMouseFunc(sourisBasique); glutDisplayFunc(display); glutMainLoop(); return(0); }