Toutes les lumières allumées
Contribution individuelle de la lumière ponctuelle centrale
Contributions individuelles des trois lumières directionnelles
Même scène avec l'intensité des lumières réduite de 75%
Le source : Exam-TD2-2004-2005-Exo4.cpp
/* Auteur: Nicolas JANEY */
/* nicolas.janey@univ-fcomte.fr */
/* Decembre 2004 */
/* Un tetraedre de spheres */
#include <stdio.h>
#include <stdlib.h>
#include <GL/glut.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "ModuleMenus.h"
#include "ModuleManipulateur.h"
static int mode = 0;
static GLfloat noir[] = { 0.0F,0.0F,0.0F,1.0F };
static GLfloat rouge[] = { 1.0F,0.0F,0.0F,1.0F };
static GLfloat vert[] = { 0.0F,1.0F,0.0F,1.0F };
static GLfloat bleu[] = { 0.0F,0.0F,1.0F,1.0F };
static GLfloat jaune[] = { 1.0F,1.0F,0.0F,1.0F };
static GLfloat cyan[] = { 0.0F,1.0F,1.0F,1.0F };
static GLfloat magenta[] = { 1.0F,0.0F,1.0F,1.0F };
static GLfloat blanc[] = { 1.0F,1.0F,1.0F,1.0F };
static GLfloat gris[] = { 0.25F,0.25F,0.25F,1.0F };
void myinit(void) {
glClearColor(0.75F,0.75F,0.75F,1.0F) ;
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
}
void lumieres(void) {
switch ( mode ) {
case 0 : glLightfv(GL_LIGHT0,GL_DIFFUSE,blanc);
glLightfv(GL_LIGHT0,GL_SPECULAR,blanc);
glLightfv(GL_LIGHT1,GL_DIFFUSE,blanc);
glLightfv(GL_LIGHT1,GL_SPECULAR,blanc);
glLightfv(GL_LIGHT2,GL_DIFFUSE,blanc);
glLightfv(GL_LIGHT2,GL_SPECULAR,blanc);
glLightfv(GL_LIGHT3,GL_DIFFUSE,blanc);
glLightfv(GL_LIGHT3,GL_SPECULAR,blanc);
break;
case 1 : glLightfv(GL_LIGHT0,GL_DIFFUSE,blanc);
glLightfv(GL_LIGHT0,GL_SPECULAR,blanc);
glLightfv(GL_LIGHT1,GL_DIFFUSE,noir);
glLightfv(GL_LIGHT1,GL_SPECULAR,noir);
glLightfv(GL_LIGHT2,GL_DIFFUSE,noir);
glLightfv(GL_LIGHT2,GL_SPECULAR,noir);
glLightfv(GL_LIGHT3,GL_DIFFUSE,noir);
glLightfv(GL_LIGHT3,GL_SPECULAR,noir);
break;
case 2 : glLightfv(GL_LIGHT0,GL_DIFFUSE,noir);
glLightfv(GL_LIGHT0,GL_SPECULAR,noir);
glLightfv(GL_LIGHT1,GL_DIFFUSE,blanc);
glLightfv(GL_LIGHT1,GL_SPECULAR,blanc);
glLightfv(GL_LIGHT2,GL_DIFFUSE,noir);
glLightfv(GL_LIGHT2,GL_SPECULAR,noir);
glLightfv(GL_LIGHT3,GL_DIFFUSE,noir);
glLightfv(GL_LIGHT3,GL_SPECULAR,noir);
break;
case 3 : glLightfv(GL_LIGHT0,GL_DIFFUSE,noir);
glLightfv(GL_LIGHT0,GL_SPECULAR,noir);
glLightfv(GL_LIGHT1,GL_DIFFUSE,noir);
glLightfv(GL_LIGHT1,GL_SPECULAR,noir);
glLightfv(GL_LIGHT2,GL_DIFFUSE,blanc);
glLightfv(GL_LIGHT2,GL_SPECULAR,blanc);
glLightfv(GL_LIGHT3,GL_DIFFUSE,noir);
glLightfv(GL_LIGHT3,GL_SPECULAR,noir);
break;
case 4 : glLightfv(GL_LIGHT0,GL_DIFFUSE,noir);
glLightfv(GL_LIGHT0,GL_SPECULAR,noir);
glLightfv(GL_LIGHT1,GL_DIFFUSE,noir);
glLightfv(GL_LIGHT1,GL_SPECULAR,noir);
glLightfv(GL_LIGHT2,GL_DIFFUSE,noir);
glLightfv(GL_LIGHT2,GL_SPECULAR,noir);
glLightfv(GL_LIGHT3,GL_DIFFUSE,blanc);
glLightfv(GL_LIGHT3,GL_SPECULAR,blanc);
break;
case 5 : glLightfv(GL_LIGHT0,GL_DIFFUSE,gris);
glLightfv(GL_LIGHT0,GL_SPECULAR,gris);
glLightfv(GL_LIGHT1,GL_DIFFUSE,gris);
glLightfv(GL_LIGHT1,GL_SPECULAR,gris);
glLightfv(GL_LIGHT2,GL_DIFFUSE,gris);
glLightfv(GL_LIGHT2,GL_SPECULAR,gris);
glLightfv(GL_LIGHT3,GL_DIFFUSE,gris);
glLightfv(GL_LIGHT3,GL_SPECULAR,gris);
break; }
GLfloat pos0[] = { 0.0F,0.0F,0.0F,1.0F };
GLfloat pos1[] = { -1.0F,0.0F,1.0F,0.0F };
GLfloat pos2[] = { 0.0F,-1.0F,1.0F,0.0F };
GLfloat pos3[] = { 0.0F,0.0F,1.0F,0.0F };
glLightfv(GL_LIGHT0,GL_POSITION,pos0);
glLightfv(GL_LIGHT1,GL_POSITION,pos1);
glLightfv(GL_LIGHT2,GL_POSITION,pos2);
glLightfv(GL_LIGHT3,GL_POSITION,pos3);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glEnable(GL_LIGHT2);
glEnable(GL_LIGHT3);
}
void scene(void) {
lumieres();
glMaterialf(GL_FRONT,GL_SHININESS,100.0F);
glPushMatrix();
glTranslatef(-5.0F,-2.88675F,2.04125F);
glMaterialfv(GL_FRONT,GL_DIFFUSE,rouge);
glMaterialfv(GL_FRONT,GL_SPECULAR,blanc);
glutSolidSphere(4.0F,120,120);
glPopMatrix();
glPushMatrix();
glTranslatef(5.0F,-2.88675F,2.04125F);
glMaterialfv(GL_FRONT,GL_DIFFUSE,vert);
glMaterialfv(GL_FRONT,GL_SPECULAR,noir);
glutSolidSphere(4.0F,120,120);
glPopMatrix();
glPushMatrix();
glTranslatef(0.0F,5.7735F,2.04125F);
glMaterialfv(GL_FRONT,GL_DIFFUSE,bleu);
glMaterialfv(GL_FRONT,GL_SPECULAR,magenta);
glutSolidSphere(4.0F,120,120);
glPopMatrix();
glPushMatrix();
glTranslatef(0.0F,0.0F,-6.12375F);
glMaterialfv(GL_FRONT,GL_DIFFUSE,cyan);
glMaterialfv(GL_FRONT,GL_SPECULAR,jaune);
glutSolidSphere(4.0F,120,120);
glPopMatrix();
}
void display(void) {
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
manipulateurSouris();
manipulateurClavier();
scene();
glPopMatrix();
glFlush();
glutSwapBuffers();
}
void reshape(int w,int h) {
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(40.0,(float)w/(float)h,15.0F,45.0F);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0,0.0,30.0,
0.0,0.0,0.0,
0.0,1.0,0.0);
}
void key(unsigned char key,int x,int y) {
if ( keyManipulateur(key,x,y) )
glutPostRedisplay();
else
switch ( key ) {
case 0x1B : exit(0);
break;
case ' ' : mode = (mode+1)%6;
glutPostRedisplay(); }
}
int main(int argc,char **argv) {
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE);
glutInitWindowSize(220,220);
glutInitWindowPosition(50,50);
glutCreateWindow("Tétraèdre de sphères");
myinit();
creationMenuBasique();
glutKeyboardFunc(key);
glutSpecialFunc(specialBasique);
glutMotionFunc(motionBasique);
glutMouseFunc(sourisBasique);
glutIdleFunc(idleBasique);
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutMainLoop();
return(0);
}