/* Auteur: Nicolas JANEY */ /* nicolas.janey@univ-fcomte.fr */ /* Janvier 2002 */ /* Illustration de la decomposition */ /* de la lumiere en differentes */ /* composantes au niveau de */ /* l'interface entre deux milieux */ #include #include #include #include #include #include #include "ModuleCouleurs.h" #include "ModuleFleche.h" #include "ModuleMatriceVecteur.h" #include "ModuleFont.h" #include "ModuleManipulateur.h" #include "ModuleMenus.h" #include "ModuleReshape.h" static vecteur p = { -9.0F,9.0F,0.0F,1.0F } ; static vecteur r ; static vecteur t ; static vecteur i ; static vecteur n = { 0.0F,1.0F,0.0F } ; static int rtt = 1; static float dif ; static float nfact=1.0F ; static float thetai ; static float thetat ; static int f1; static int f2; void myinit(void) { GLfloat light_position0[] = { 1.0F,0.0F,1.0F,0.0F }; GLfloat light_position1[] = { -1.0F,0.0F,1.0F,0.0F }; glLightfv(GL_LIGHT0,GL_AMBIENT,couleurNoir()); glLightfv(GL_LIGHT0,GL_DIFFUSE,couleurBlanc()); glLightfv(GL_LIGHT1,GL_DIFFUSE,couleurBlanc()); glLightfv(GL_LIGHT0,GL_SPECULAR,couleurNoir()); glLightfv(GL_LIGHT0,GL_POSITION,light_position0); glLightfv(GL_LIGHT1,GL_POSITION,light_position1); glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); glEnable(GL_AUTO_NORMAL); glEnable(GL_NORMALIZE); glDepthFunc(GL_LESS); glEnable(GL_ALPHA_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE); } void reflexion(vecteur p) { glColor4fv(couleurRouge()) ; r[0] = -p[0] ; r[1] = p[1] ; r[2] = -p[2] ; normalise(r) ; flecheEnVolume(10*r[0],10*r[1],10*r[2],0.35F,1.5F,0.07F); placeFontCursor(5*r[0],5*r[1],5*r[2]) ; deplacementCursor(5,15,0) ; simpleBitmapOutput(1,REGULAR8x13,"R") ; deplacementCursor(2,10,0) ; simpleBitmapOutput(1,DESSIN,"TF") ; } void diffusion(vecteur p) { vecteur rd ; rd[0] = -p[0] ; rd[1] = -p[1] ; rd[2] = -p[2] ; normalise(rd) ; dif = -rd[1] ; thetai = acos(dif)*180.0F/3.14159F ; thetat = asin(nfact*sin(thetai*3.14159F/180.0F))*180.0F/3.14159F; glColor4fv(couleurVert()) ; for ( int j = 15 ; j < 90 ; j += 30 ) { float anglex = j * 3.14159F / 180.0F ; float daz = (((j-15)/30)%2 == 0) ? 20.0F : 0.0F ; for ( int k = 0 ; k < 360 ; k += 40 ) { float anglez = (k+daz) * 3.14159F / 180.0F ; float x =(float) (cos(anglez)*cos(anglex)*5*dif) ; float z =(float) (sin(anglez)*cos(anglex)*5*dif) ; float y =(float) (sin(anglex)*5*dif) ; flecheEnVolume(x,y,z,0.1F,0.5F,0.03F); } } } void transmission(vecteur p) { i[0] = p[0]; i[1] = p[1]; i[2] = p[2]; normalise(i); float ni = produitScalaire(i,n) ; float v = 1-nfact*nfact*(1-ni*ni) ; if ( v > 0.0F ) { rtt = 1; float tt = nfact*ni-(float) sqrt(v) ; t[0] = tt*n[0] - nfact*i[0] ; t[1] = tt*n[1] - nfact*i[1] ; t[2] = tt*n[2] - nfact*i[2] ; glColor4fv(couleurBleu()) ; placeFontCursor(5*t[0],5*t[1],5*t[2]) ; deplacementCursor(5,0,0) ; simpleBitmapOutput(1,REGULAR8x13,"T") ; deplacementCursor(2,-5,0) ; simpleBitmapOutput(1,DESSIN,"TF") ; flecheEnVolume(10*t[0],10*t[1],10*t[2],0.35F,1.5F,0.07F); } else rtt = 0; } void displayRayons(void) { glPushMatrix(); glEnable(GL_LIGHTING); glPushMatrix(); glMaterialfv(GL_FRONT,GL_DIFFUSE,couleurJaune()) ; glTranslatef(p[0],p[1],p[2]) ; glEnable(GL_CULL_FACE); glutSolidSphere(0.5,10,10); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); glColor4fv(couleurJaune()) ; placeFontCursor(-p[0]/2.0F,-p[1]/2.0F,-p[2]/2.0F) ; deplacementCursor(5,-5,0) ; simpleBitmapOutput(1,REGULAR8x13,"I") ; deplacementCursor(2,-10,0) ; simpleBitmapOutput(1,DESSIN,"TF") ; flecheEnVolume(-p[0],-p[1],-p[2],0.35F,1.5F,0.07F); glPopMatrix(); glColor4fv(couleurMagenta()) ; placeFontCursor(0.0F,5.0F,0.0F) ; deplacementCursor(10,0,0) ; simpleBitmapOutput(1,REGULAR8x13,"N") ; deplacementCursor(7,-5,0) ; simpleBitmapOutput(1,DESSIN,"TF") ; flecheEnVolume(0.0F,10.0F,0.0F,0.35F,1.5F,0.07F); diffusion(p); reflexion(p); transmission(p); glPopMatrix(); } void display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); glPushMatrix() ; glTranslatef(0.0F,-2.0F,0.0F); manipulateurSouris(); manipulateurClavier(); displayRayons() ; glEnable(GL_LIGHTING); glPushMatrix(); glMaterialfv(GL_FRONT,GL_DIFFUSE,couleurBlanc(0.5F)) ; glScalef(16.0F,0.0001F,14.0F) ; glEnable(GL_CULL_FACE); glutSolidCube(1.0) ; glDisable(GL_CULL_FACE); glPopMatrix(); glDisable(GL_LIGHTING); glPopMatrix() ; glDisable(GL_DEPTH_TEST); glFlush(); glutSwapBuffers() ; glutPostWindowRedisplay(f2); } void key2(unsigned char key,int x,int y) { switch ( key ) { case 'n' : nfact *= 1.01F ; glutPostWindowRedisplay(f1); break; case 'N' : nfact /= 1.01F ; glutPostWindowRedisplay(f1); break; case 'm' : nfact *= 1.001F ; glutPostWindowRedisplay(f1); break; case 'M' : nfact /= 1.001F ; glutPostWindowRedisplay(f1); break; case '1' : p[0] -= 0.2F ; glutPostWindowRedisplay(f1); break; case '4' : p[0] += 0.2F ; glutPostWindowRedisplay(f1); break; case '2' : p[1] -= 0.2F ; glutPostWindowRedisplay(f1); break; case '5' : p[1] += 0.2F ; glutPostWindowRedisplay(f1); break; case '3' : p[2] -= 0.2F ; glutPostWindowRedisplay(f1); break; case '6' : p[2] += 0.2F ; glutPostWindowRedisplay(f1); break; case 0x1B : exit(0); break; } } void key(unsigned char key,int x,int y) { if ( keyManipulateur(key,x,y) ) glutPostWindowRedisplay(f1); else key2(key,x,y); } void special(int key,int x,int y) { if ( specialManipulateur(key,x,y) ) { glutPostWindowRedisplay(f1); } } void reshape2(int w,int h) { glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0,w,-h,0,-1.0,1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void display2() { glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT); glClearColor(0.0F,0.0F,0.0F,1.0F) ; glPushMatrix(); glColor4fv(couleurBlanc()); float pos = 1.0F; placeFontCursor(5.0F,-pos*20.0F,0.0F) ; simpleBitmapOutput(1,REGULAR8x13,"n = ni/nt : %6.3f",nfact) ; pos += 1.0F; glColor4fv(couleurJaune()); placeFontCursor(5.0F,-pos*20.0F,0.0F) ; simpleBitmapOutput(1,REGULAR8x13,"INCIDENT : %6.3f %6.3f %6.3f",i[0],i[1],i[2]) ; pos += 1.0F; glColor4fv(couleurMagenta()); placeFontCursor(5.0F,-pos*20.0F,0.0F) ; simpleBitmapOutput(1,REGULAR8x13,"NORMALE : %6.3f %6.3f %6.3f",n[0],n[1],n[2]) ; pos += 1.0F; glColor4fv(couleurVert()); placeFontCursor(5.0F,-pos*20.0F,0.0F) ; simpleBitmapOutput(1,REGULAR8x13,"DIFFUSION : %6.3f",dif) ; pos += 1.0F; glColor4fv(couleurRouge()); placeFontCursor(5.0F,-pos*20.0F,0.0F) ; simpleBitmapOutput(1,REGULAR8x13,"REFLEXION : %6.3f %6.3f %6.3f",r[0],r[1],r[2]) ; pos += 1.0F; glColor4fv(couleurBleu()); placeFontCursor(5.0F,-pos*20.0F,0.0F) ; if ( rtt ) simpleBitmapOutput(1,REGULAR8x13,"TRANSMISSION : %6.3f %6.3f %6.3f",t[0],t[1],t[2]) ; else simpleBitmapOutput(1,REGULAR8x13,"TRANSMISSION : AUCUNE") ; pos += 1.0F; glColor4fv(couleurJaune()); placeFontCursor(5.0F,-pos*20.0F,0.0F) ; simpleBitmapOutput(1,REGULAR8x13,"THETA I : %6.3f degres",thetai) ; pos += 1.0F; glColor4fv(couleurRouge()); placeFontCursor(5.0F,-pos*20.0F,0.0F) ; simpleBitmapOutput(1,REGULAR8x13,"THETA R : %6.3f degres",thetai) ; pos += 1.0F; glColor4fv(couleurBleu()); placeFontCursor(5.0F,-pos*20.0F,0.0F) ; if ( rtt ) simpleBitmapOutput(1,REGULAR8x13,"THETA T : %6.3f degres",thetat) ; else simpleBitmapOutput(1,REGULAR8x13,"THETA T : AUCUN") ; glPopMatrix(); glutSwapBuffers(); } int main(int argc,char **argv) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE); glutInitWindowPosition(50,50); glutInitWindowSize(310,250); f1 = glutCreateWindow("Décomposition au niveau d'une interface"); myinit(); creationMenuBasique(); setParametresOrthoBasique(-10.0,10.0,-10.0,10.0,-500.0,500.0); setManipulateurDistance(1.0F); setManipulateurClavierAngle(25.0F,15.0F,0.0F); glutReshapeFunc(reshapeOrthoBasique); glutKeyboardFunc(key); glutSpecialFunc(specialBasique); glutDisplayFunc(display); glutMotionFunc(motionBasique); glutMouseFunc(sourisBasique); glutInitWindowSize(360,190); glutInitWindowPosition(60,340); glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE); f2 = glutCreateWindow("Valeurs"); creationMenuBasique(); glutDisplayFunc(display2); glutReshapeFunc(reshape2); glutKeyboardFunc(key2); glutSpecialFunc(special); glutMainLoop(); return(0); }