/* Auteur: Nicolas JANEY */ /* nicolas.janey@univ-fcomte.fr */ /* Juillet 2001 */ /* Placage de texture sur une sphere */ #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 LI 64 #define LH 64 struct coord3D { float x; float y; float z; } ; struct coord2D { float x; float y; } ; GLubyte image[LI][LH][3]; void makeImage(void) { int i,j,c; for( i = 0 ; i < LI ; i++ ) { for( j = 0 ; j < LH ; j++ ) { c =(((i&0x4)==0)^((j&0x4)==0))*255; image[i][j][0] =(GLubyte) c; image[i][j][1] =(GLubyte) c; image[i][j][2] =(GLubyte) c; } } } void myinit(void) { glClearColor(0.8F,0.8F,0.8F,0.0); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glDepthFunc(GL_LESS); makeImage(); glPixelStorei(GL_UNPACK_ALIGNMENT,1); glTexImage2D(GL_TEXTURE_2D,0,3,LI,LH,0,GL_RGB,GL_UNSIGNED_BYTE,&image[0][0][0]); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); glEnable(GL_TEXTURE_2D); glShadeModel(GL_SMOOTH); glEnable(GL_AUTO_NORMAL); glEnable(GL_NORMALIZE); } void solidSphere(double r,int lat,int lon) { int npt = 2 + (lat-1)*lon; int ntx = (lat+1)*(lon+1); coord3D *pts =(coord3D *) calloc(npt,sizeof(coord3D)); coord2D *tex =(coord2D *) calloc(ntx,sizeof(coord2D)); 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 n = 0 ; int i,j ; for ( j = 0 ; j < lat+1 ; j++ ) { for ( i = 0 ; i < lon+1 ; i++ ) { tex[n].x =(float) i/lon; tex[n].y =(float) j/lat; n++; } } 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++ ) { glTexCoord2fv((float *) &tex[i]); glNormal3fv((float *) &pts[0]); glVertex3fv((float *) &pts[0]); glTexCoord2fv((float *) &tex[i+lon+1]); glNormal3fv((float *) &pts[2+i]); glVertex3fv((float *) &pts[2+i]); glTexCoord2fv((float *) &tex[i+lon+2]); glNormal3fv((float *) &pts[2+(i+1)%lon]); glVertex3fv((float *) &pts[2+(i+1)%lon]); glTexCoord2fv((float *) &tex[i+1]); glNormal3fv((float *) &pts[0]); glVertex3fv((float *) &pts[0]); } for ( j = 0 ; j < lat-2 ; j++ ) { for ( i = 0 ; i < lon ; i++ ) { glTexCoord2fv((float *) &tex[i+(j+1)*(lon+1)]); glNormal3fv((float *) &pts[2+i+j*lon]); glVertex3fv((float *) &pts[2+i+j*lon]); glTexCoord2fv((float *) &tex[i+1+(j+1)*(lon+1)]); glNormal3fv((float *) &pts[2+(i+1)%lon+j*lon]); glVertex3fv((float *) &pts[2+(i+1)%lon+j*lon]); glTexCoord2fv((float *) &tex[i+1+(j+2)*(lon+1)]); glNormal3fv((float *) &pts[2+(i+1)%lon+(j+1)*lon]); glVertex3fv((float *) &pts[2+(i+1)%lon+(j+1)*lon]); glTexCoord2fv((float *) &tex[i+(j+2)*(lon+1)]); glNormal3fv((float *) &pts[2+i+(j+1)*lon]); glVertex3fv((float *) &pts[2+i+(j+1)*lon]); } } for ( i = 0 ; i < lon ; i++ ) { glTexCoord2fv((float *) &tex[i+lat*(lon+1)]); glNormal3fv((float *) &pts[1]); glVertex3fv((float *) &pts[1]); glTexCoord2fv((float *) &tex[i+(lat-1)*(lon+1)]); glNormal3fv((float *) &pts[2+(lat-2)*lon+i]); glVertex3fv((float *) &pts[2+(lat-2)*lon+i]); glTexCoord2fv((float *) &tex[i+1+(lat-1)*(lon+1)]); glNormal3fv((float *) &pts[2+(lat-2)*lon+(i+1)%lon]); glVertex3fv((float *) &pts[2+(lat-2)*lon+(i+1)%lon]); glTexCoord2fv((float *) &tex[i+1+lat*(lon+1)]); glNormal3fv((float *) &pts[1]); glVertex3fv((float *) &pts[1]); } glEnd(); free(tex); free(pts); } void display(void) { glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glPushMatrix(); manipulateurSouris(); manipulateurClavier(); solidSphere(1.0,18,36); glPopMatrix(); glFlush(); glutSwapBuffers(); } int main(int argc,char **argv) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE); glutInitWindowSize(300,200); glutInitWindowPosition(50,50); glutCreateWindow("Une sphere avec texture"); myinit(); creationMenuBasique(); setParametresPerspectiveBasique(43.0F,1.5F,1.0F,30.0F,0.0F,0.0F,-3.6F); setManipulateurDistance(3.6F); glutReshapeFunc(reshapePerspectiveBasique); glutKeyboardFunc(keyBasique); glutSpecialFunc(specialBasique); glutMotionFunc(motionBasique); glutMouseFunc(sourisBasique); glutDisplayFunc(display); glutMainLoop(); return(0); }