/* Auteur: Nicolas JANEY */ /* nicolas.janey@univ-fcomte.fr */ /* Juillet 2001 */ /* Placage de texture 3D sur une sphere */ /* ou un cube */ #include #include #include #include #include #include #include "ModuleManipulateur.h" #include "ModuleMenus.h" #include "ModuleReshape.h" #ifndef M_PI #define M_PI 3.14159265358979323846264338327950288 #endif #define TLI 16 #define TLH 16 #define TLL 16 struct coord3D { float x; float y; float z; } ; struct coord2D { float x; float y; } ; GLubyte image3Dx1[TLI][TLH][TLL][3]; GLubyte image3Dx2[TLI][TLH][TLL][3]; GLubyte image3Dx3[TLI][TLH][TLL][3]; int aff = 0; int obj = 0; void makeImage3Dx1(void) { int i,j,k,c; for( i = 0 ; i < TLI ; i++ ) { for( j = 0 ; j < TLH ; j++ ) { for( k = 0 ; k < TLL ; k++ ) { c =(((i&0x4)==0))*255; image3Dx1[i][j][k][0] =(GLubyte) c; image3Dx1[i][j][k][1] =(GLubyte) c; image3Dx1[i][j][k][2] =(GLubyte) c; } } } } void makeImage3Dx2(void) { int i,j,k,c; for( i = 0 ; i < TLI ; i++ ) { for( j = 0 ; j < TLH ; j++ ) { for( k = 0 ; k < TLL ; k++ ) { c =(((i&0x4)==0)^((j&0x4)==0))*255; image3Dx2[i][j][k][0] =(GLubyte) c; image3Dx2[i][j][k][1] =(GLubyte) c; image3Dx2[i][j][k][2] =(GLubyte) c; } } } } void makeImage3Dx3(void) { int i,j,k,c; for( i = 0 ; i < TLI ; i++ ) { for( j = 0 ; j < TLH ; j++ ) { for( k = 0 ; k < TLL ; k++ ) { c =(((i&0x4)==0)^((j&0x4)==0)^((k&0x4)==0))*255; image3Dx3[i][j][k][0] =(GLubyte) c; image3Dx3[i][j][k][1] =(GLubyte) c; image3Dx3[i][j][k][2] =(GLubyte) c; } } } } void myinit(void) { glClearColor(0.8,0.8,0.8,0.0); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glDepthFunc(GL_LESS); makeImage3Dx1(); makeImage3Dx2(); makeImage3Dx3(); glPixelStorei(GL_UNPACK_ALIGNMENT,1); glTexImage3D(GL_TEXTURE_3D,0,3, TLI,TLH,TLL, 0,GL_RGB, GL_UNSIGNED_BYTE, &image3Dx1[0][0][0][0]); glTexParameterf(GL_TEXTURE_3D,GL_TEXTURE_WRAP_S,GL_REPEAT); glTexParameterf(GL_TEXTURE_3D,GL_TEXTURE_WRAP_T,GL_REPEAT); glTexParameterf(GL_TEXTURE_3D,GL_TEXTURE_WRAP_R,GL_REPEAT); glTexParameterf(GL_TEXTURE_3D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameterf(GL_TEXTURE_3D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); glEnable(GL_TEXTURE_3D); glShadeModel(GL_SMOOTH); glEnable(GL_AUTO_NORMAL); glEnable(GL_NORMALIZE); } void solidSphere(int lat,int lon) { int npt = 2 + (lat-1)*lon; coord3D *pts =(coord3D *) calloc(npt,sizeof(coord3D)); pts[0].x = 0.0f; pts[0].y = 0.0f; pts[0].z = 1.0f; pts[1].x = 0.0f; pts[1].y = 0.0f; pts[1].z = -1.0f; int i,j ; int n = 2 ; for ( j = 0 ; j < (lat-1) ; j++ ) { double aa = M_PI/2.0-(j+1)*M_PI/lat; double c = cos(aa); double s = sin(aa); for ( i = 0 ; i < lon ; i++ ) { double a = i*M_PI*2.0/lon; pts[n].x = c*cos(a); pts[n].y = c*sin(a); pts[n].z = s; n++; } } glBegin(GL_QUADS); for ( i = 0 ; i < lon ; i++ ) { glTexCoord3fv((float *) &pts[0]); glNormal3fv((float *) &pts[0]); glVertex3fv((float *) &pts[0]); glTexCoord3fv((float *) &pts[2+i]); glNormal3fv((float *) &pts[2+i]); glVertex3fv((float *) &pts[2+i]); glTexCoord3fv((float *) &pts[2+(i+1)%lon]); glNormal3fv((float *) &pts[2+(i+1)%lon]); glVertex3fv((float *) &pts[2+(i+1)%lon]); glTexCoord3fv((float *) &pts[0]); glNormal3fv((float *) &pts[0]); glVertex3fv((float *) &pts[0]); } for ( j = 0 ; j < lat-2 ; j++ ) { for ( i = 0 ; i < lon ; i++ ) { glTexCoord3fv((float *) &pts[2+i+j*lon]); glNormal3fv((float *) &pts[2+i+j*lon]); glVertex3fv((float *) &pts[2+i+j*lon]); glTexCoord3fv((float *) &pts[2+(i+1)%lon+j*lon]); glNormal3fv((float *) &pts[2+(i+1)%lon+j*lon]); glVertex3fv((float *) &pts[2+(i+1)%lon+j*lon]); glTexCoord3fv((float *) &pts[2+(i+1)%lon+(j+1)*lon]); glNormal3fv((float *) &pts[2+(i+1)%lon+(j+1)*lon]); glVertex3fv((float *) &pts[2+(i+1)%lon+(j+1)*lon]); glTexCoord3fv((float *) &pts[2+i+(j+1)*lon]); glNormal3fv((float *) &pts[2+i+(j+1)*lon]); glVertex3fv((float *) &pts[2+i+(j+1)*lon]); } } for ( i = 0 ; i < lon ; i++ ) { glTexCoord3fv((float *) &pts[1]); glNormal3fv((float *) &pts[1]); glVertex3fv((float *) &pts[1]); glTexCoord3fv((float *) &pts[2+(lat-2)*lon+i]); glNormal3fv((float *) &pts[2+(lat-2)*lon+i]); glVertex3fv((float *) &pts[2+(lat-2)*lon+i]); glTexCoord3fv((float *) &pts[2+(lat-2)*lon+(i+1)%lon]); glNormal3fv((float *) &pts[2+(lat-2)*lon+(i+1)%lon]); glVertex3fv((float *) &pts[2+(lat-2)*lon+(i+1)%lon]); glTexCoord3fv((float *) &pts[1]); glNormal3fv((float *) &pts[1]); glVertex3fv((float *) &pts[1]); } glEnd(); free(pts); } void solidCube(void) { glBegin(GL_QUADS); glNormal3f(0.0F,0.0F,1.0F); glTexCoord3f(0.99F,0.99F,0.99F); glVertex3f(0.99F,0.99F,0.99F); glTexCoord3f(-0.99F,0.99F,0.99F); glVertex3f(-0.99F,0.99F,0.99F); glTexCoord3f(-0.99F,-0.99F,0.99F); glVertex3f(-0.99F,-0.99F,0.99F); glTexCoord3f(0.99F,-0.99F,0.99F); glVertex3f(0.99F,-0.99F,0.99F); glNormal3f(0.0F,0.0F,-1.0F); glTexCoord3f(0.99F,0.99F,-0.99F); glVertex3f(0.99F,0.99F,-0.99F); glTexCoord3f(-0.99F,0.99F,-0.99F); glVertex3f(-0.99F,0.99F,-0.99F); glTexCoord3f(-0.99F,-0.99F,-0.99F); glVertex3f(-0.99F,-0.99F,-0.99F); glTexCoord3f(0.99F,-0.99F,-0.99F); glVertex3f(0.99F,-0.99F,-0.99F); glNormal3f(0.0F,1.0F,0.0F); glTexCoord3f(0.99F,0.99F,0.99F); glVertex3f(0.99F,0.99F,0.99F); glTexCoord3f(-0.99F,0.99F,0.99F); glVertex3f(-0.99F,0.99F,0.99F); glTexCoord3f(-0.99F,0.99F,-0.99F); glVertex3f(-0.99F,0.99F,-0.99F); glTexCoord3f(0.99F,0.99F,-0.99F); glVertex3f(0.99F,0.99F,-0.99F); glNormal3f(0.0F,-1.0F,0.0F); glTexCoord3f(0.99F,-0.99F,0.99F); glVertex3f(0.99F,-0.99F,0.99F); glTexCoord3f(-0.99F,-0.99F,0.99F); glVertex3f(-0.99F,-0.99F,0.99F); glTexCoord3f(-0.99F,-0.99F,-0.99F); glVertex3f(-0.99F,-0.99F,-0.99F); glTexCoord3f(0.99F,-0.99F,-0.99F); glVertex3f(0.99F,-0.99F,-0.99F); glNormal3f(1.0F,0.0F,0.0F); glTexCoord3f(0.99F,0.99F,0.99F); glVertex3f(0.99F,0.99F,0.99F); glTexCoord3f(0.99F,-0.99F,0.99F); glVertex3f(0.99F,-0.99F,0.99F); glTexCoord3f(0.99F,-0.99F,-0.99F); glVertex3f(0.99F,-0.99F,-0.99F); glTexCoord3f(0.99F,0.99F,-0.99F); glVertex3f(0.99F,0.99F,-0.99F); glNormal3f(-1.0F,0.0F,0.0F); glTexCoord3f(-0.99F,0.99F,0.99F); glVertex3f(-0.99F,0.99F,0.99F); glTexCoord3f(-0.99F,-0.99F,0.99F); glVertex3f(-0.99F,-0.99F,0.99F); glTexCoord3f(-0.99F,-0.99F,-0.99F); glVertex3f(-0.99F,-0.99F,-0.99F); glTexCoord3f(-0.99F,0.99F,-0.99F); glVertex3f(-0.99F,0.99F,-0.99F); glEnd(); } void display(void) { glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glPushMatrix(); manipulateurSouris(); manipulateurClavier(); switch(obj) { case 0 : solidSphere(18,36); break; case 1 : solidCube(); } glPopMatrix(); glFlush(); glutSwapBuffers(); } void key(unsigned char key,int x,int y) { if ( keyManipulateur(key,x,y) ) glutPostRedisplay(); else switch ( key ) { case ' ' : obj =(obj+1)%2 ; glutPostRedisplay(); break; case 0x0D : aff =(aff+1)%3 ; switch (aff) { case 0 : glTexImage3D(GL_TEXTURE_3D,0,3, TLI,TLH,TLL, 0, GL_RGB,GL_UNSIGNED_BYTE, &image3Dx1[0][0][0][0]); break; case 1 : glTexImage3D(GL_TEXTURE_3D,0,3, TLI,TLH,TLL, 0, GL_RGB,GL_UNSIGNED_BYTE, &image3Dx2[0][0][0][0]); break; case 2 : glTexImage3D(GL_TEXTURE_3D,0,3, TLI,TLH,TLL, 0, GL_RGB,GL_UNSIGNED_BYTE, &image3Dx3[0][0][0][0]); break; } glutPostRedisplay(); break; } } void main(void) { glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE); glutInitWindowSize(300,200); glutInitWindowPosition(50,50); glutCreateWindow("Une sphere ou un cube avec texture 3D"); myinit(); creationMenuBasique(); setParametresOrthoBasique(-1.5,1.5,-1.5,1.5,-500.0,500.0); setManipulateurDistance(1.0F); setManipulateurClavierAngle(40.0F,140.0F,0.0F) ; glutReshapeFunc(reshapeOrthoBasique); glutKeyboardFunc(key); glutSpecialFunc(specialBasique); glutMotionFunc(motionBasique); glutMouseFunc(sourisBasique); glutDisplayFunc(display); glutMainLoop(); }