/* Copyright (c) Mark J. Kilgard,1994. */
/**
* (c) Copyright 1993,1994,Silicon Graphics,Inc.
* ALL RIGHTS RESERVED
* Permission to use,copy,modify,and distribute this software for
* any purpose and without fee is hereby granted,provided that the above
* copyright notice appear in all copies and that both the copyright notice
* and this permission notice appear in supporting documentation,and that
* the name of Silicon Graphics,Inc. not be used in advertising
* or publicity pertaining to distribution of the software without specific,
* written prior permission.
*
* THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
* AND WITHOUT WARRANTY OF ANY KIND,EXPRESS,IMPLIED OR OTHERWISE,
* INCLUDING WITHOUT LIMITATION,ANY WARRANTY OF MERCHANTABILITY OR
* FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
* GRAPHICS,INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
* SPECIAL,INCIDENTAL,INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
* KIND,OR ANY DAMAGES WHATSOEVER,INCLUDING WITHOUT LIMITATION,
* LOSS OF PROFIT,LOSS OF USE,SAVINGS OR REVENUE,OR THE CLAIMS OF
* THIRD PARTIES,WHETHER OR NOT SILICON GRAPHICS,INC. HAS BEEN
* ADVISED OF THE POSSIBILITY OF SUCH LOSS,HOWEVER CAUSED AND ON
* ANY THEORY OF LIABILITY,ARISING OUT OF OR IN CONNECTION WITH THE
* POSSESSION,USE OR PERFORMANCE OF THIS SOFTWARE.
*
* US Government Users Restricted Rights
* Use,duplication,or disclosure by the Government is subject to
* restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
* (c)(1)(ii) of the Rights in Technical Data and Computer Software
* clause at DFARS 252.227-7013 and/or in similar or successor
* clauses in the FAR or the DOD or NASA FAR Supplement.
* Unpublished-- rights reserved under the copyright laws of the
* United States. Contractor/manufacturer is Silicon Graphics,
* Inc.,2011 N. Shoreline Blvd.,Mountain View,CA 94039-7311.
*
* OpenGL(TM) is a trademark of Silicon Graphics,Inc.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <sys/types.h>
#include <GL/glut.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "ModuleCouleurs.h"
#include "ModuleManipulateur.h"
#include "ModuleMenus.h"
#include "ModuleReshape.h"
#ifndef RAND_MAX
# define RAND_MAX 32767
#endif
#define XSIZE 100
#define YSIZE 75
#define RINGS 5
#define BLUERING 0
#define BLACKRING 1
#define REDRING 2
#define YELLOWRING 3
#define GREENRING 4
#define BACKGROUND 8
enum {
BLACK = 0,
RED,
GREEN,
YELLOW,
BLUE,
MAGENTA,
CYAN,
WHITE
};
unsigned char rgb_colors[RINGS][3];
int mapped_colors[RINGS];
float dests[RINGS][3];
float offsets[RINGS][3];
float angs[RINGS];
float rotAxis[RINGS][3];
int iters[RINGS];
GLuint theTorus;
void FillTorus(float rc,int numc,float rt,int numt) {
int i,j,k;
double s,t;
double x,y,z;
double pi,twopi;
pi = 3.14159265358979323846;
twopi= 2 * pi;
for (i = 0; i < numc; i++) {
glBegin(GL_QUAD_STRIP);
for (j = 0; j <= numt; j++) {
for (k = 1; k >= 0; k--) {
s = (i + k) % numc + 0.5;
t = j % numt;
x = cos(t*twopi/numt) * cos(s*twopi/numc);
y = sin(t*twopi/numt) * cos(s*twopi/numc);
z = sin(s*twopi/numc);
glNormal3f((float) x,(float) y,(float) z);
x = (rt + rc * cos(s*twopi/numc)) * cos(t*twopi/numt);
y = (rt + rc * cos(s*twopi/numc)) * sin(t*twopi/numt);
z = rc * sin(s*twopi/numc);
glVertex3f((float) x,(float) y,(float) z); } }
glEnd(); }
}
float Clamp(int iters_left,float t) {
if (iters_left < 3)
return 0.0;
return (iters_left-2)*t/iters_left;
}
void display(void) {
int i,j;
GLboolean goIdle;
goIdle = GL_TRUE;
for ( i = 0 ; i < RINGS ; i++ ) {
if ( iters[i] ) {
for ( j = 0 ; j < 3 ; j++ )
offsets[i][j] = Clamp(iters[i],offsets[i][j]);
angs[i] = Clamp(iters[i],angs[i]);
iters[i]--;
goIdle = GL_FALSE; } }
if (goIdle)
glutIdleFunc(NULL);
glPushMatrix();
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
gluLookAt(0,0,10,0,0,0,0,1,0);
manipulateurSouris();
manipulateurClavier();
for ( i = 0 ; i < RINGS ; i++ ) {
glColor3ubv(rgb_colors[i]);
glPushMatrix();
glTranslatef(dests[i][0]+offsets[i][0],dests[i][1]+offsets[i][1],dests[i][2]+offsets[i][2]);
glRotatef(angs[i],rotAxis[i][0],rotAxis[i][1],rotAxis[i][2]);
glCallList(theTorus);
glPopMatrix(); }
glPopMatrix();
glFlush();
glutSwapBuffers();
}
float MyRand(void) {
return 10.0F * ( (float) rand() / (float) RAND_MAX - 0.5F );
}
void ReInit(void) {
int i;
float deviation;
deviation = MyRand() / 2;
deviation = deviation * deviation;
for (i = 0; i < RINGS; i++) {
offsets[i][0] = MyRand();
offsets[i][1] = MyRand();
offsets[i][2] = MyRand();
angs[i] = 260.0F * MyRand();
rotAxis[i][0] = MyRand();
rotAxis[i][1] = MyRand();
rotAxis[i][2] = MyRand();
iters[i] =(int) ( deviation * MyRand() + 60.0F); }
glutIdleFunc(display);
}
void myinit(void) {
float base,height;
float aspect,x,y;
int i;
float sc = 10;
float top_y = 1.0F;
float bottom_y = 0.0F;
float top_z = 0.15F;
float bottom_z = 0.69F;
float spacing = 2.5F;
static float lmodel_twoside[] = {GL_FALSE};
static float lmodel_local[] = {GL_FALSE};
static float light0_position[] = {0.8660254F,0.5F,1.0F,0.0F};
static float bevel_mat_ambient[] = {0.0F,0.0F,0.0F,1.0F};
static float bevel_mat_shininess[] = {40.0F};
static float bevel_mat_specular[] = {1.0F,1.0F,1.0F,0.0F};
static float bevel_mat_diffuse[] = {1.0F,0.0F,0.0F,0.0F};
ReInit();
for (i = 0; i < RINGS; i++)
rgb_colors[i][0] = rgb_colors[i][1] = rgb_colors[i][2] = 0;
rgb_colors[BLUERING][2] = 255;
rgb_colors[REDRING][0] = 255;
rgb_colors[GREENRING][1] = 255;
rgb_colors[YELLOWRING][0] = 255;
rgb_colors[YELLOWRING][1] = 255;
mapped_colors[BLUERING] = BLUE;
mapped_colors[REDRING] = RED;
mapped_colors[GREENRING] = GREEN;
mapped_colors[YELLOWRING] = YELLOW;
mapped_colors[BLACKRING] = BLACK;
dests[BLUERING][0] = -spacing;
dests[BLUERING][1] = top_y;
dests[BLUERING][2] = top_z;
dests[BLACKRING][0] = 0.0;
dests[BLACKRING][1] = top_y;
dests[BLACKRING][2] = top_z;
dests[REDRING][0] = spacing;
dests[REDRING][1] = top_y;
dests[REDRING][2] = top_z;
dests[YELLOWRING][0] = -spacing / 2.0F;
dests[YELLOWRING][1] = bottom_y;
dests[YELLOWRING][2] = bottom_z;
dests[GREENRING][0] = spacing / 2.0F;
dests[GREENRING][1] = bottom_y;
dests[GREENRING][2] = bottom_z;
base = 2.0;
height = 2.0;
theTorus = glGenLists(1);
glNewList(theTorus,GL_COMPILE);
FillTorus(0.1F,8,1.0F,25);
glEndList();
x = (float)XSIZE;
y = (float)YSIZE;
aspect = x / y;
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
glClearDepth(1.0F);
glClearColor(0.5F,0.5F,0.5F,0.0F);
glLightfv(GL_LIGHT0,GL_AMBIENT,couleurGrisTresFonce());
glLightfv(GL_LIGHT0,GL_DIFFUSE,couleurBlanc());
glLightfv(GL_LIGHT0,GL_SPECULAR,couleurBlanc());
glLightfv(GL_LIGHT0,GL_POSITION,light0_position);
glEnable(GL_LIGHT0);
glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER,lmodel_local);
glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE,lmodel_twoside);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,couleurNoir());
glEnable(GL_LIGHTING);
glMaterialfv(GL_FRONT,GL_AMBIENT,bevel_mat_ambient);
glMaterialfv(GL_FRONT,GL_SHININESS,bevel_mat_shininess);
glMaterialfv(GL_FRONT,GL_SPECULAR,bevel_mat_specular);
glMaterialfv(GL_FRONT,GL_DIFFUSE,bevel_mat_diffuse);
glColorMaterial(GL_FRONT_AND_BACK,GL_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
glShadeModel(GL_SMOOTH);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
}
int main(int argc,char **argv) {
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE);
glutInitWindowSize(400,300);
glutInitWindowPosition(50,50);
glutCreateWindow("Les anneaux olympiques");
myinit();
creationMenuBasique();
setParametresPerspectiveBasique(45.0F,1.333F,0.1F,100.0F,0.0F,0.0F,0.0F);
setManipulateurDistance(9.5F);
glutReshapeFunc(reshapePerspectiveBasique);
glutKeyboardFunc(keyBasique);
glutSpecialFunc(specialBasique);
glutMotionFunc(motionBasique);
glutMouseFunc(sourisBasique);
glutDisplayFunc(display);
glutMainLoop();
return(0);
}