Vue extérieure correspondant au rayon primaire du pixel en bas à droite de l'image
Vue extérieur d'une partie des rayons primaires
Vue depuis l'observateur de la scène et du quadrillage des pixels
Carré rouge : Pixel correspondant au rayon en cours de calcul
Augmentation de la résolution de l'image
/* Auteur: Nicolas JANEY */
/* nicolas.janey@univ-fcomte.fr */
/* Avril 2020 */
/* Illustration du lancer de rayons */
#include <GL/glut.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <stdio.h>
#include <math.h>
#include "ModuleCouleurs.h"
#include "ModuleManipulateur.h"
#include "ModuleMenus.h"
static int rayons = 0;
static int aff = 0;
static int visu = 0;
static float ratio;
static int resolution = 1;
void myinit(void) {
GLfloat light_position0[] = { 0.0F,0.0F,1.0F,0.0F };
glLightfv(GL_LIGHT0,GL_AMBIENT,couleurNoir());
glLightfv(GL_LIGHT0,GL_DIFFUSE,couleurGrisClair());
glLightfv(GL_LIGHT0,GL_SPECULAR,couleurNoir());
glLightfv(GL_LIGHT0,GL_POSITION,light_position0);
glEnable(GL_LIGHT0);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_ALPHA_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
setManipulateurClavierAngle(0.0F,135.0F,3.0F);
glClearColor(0.3F,0.3F,0.3F,1.0F);
}
void displayObjets(void) {
float x,y;
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
if ( !visu ) {
manipulateurSouris();
manipulateurClavier(); }
glPushMatrix();
glLineWidth(3.0F);
glColor4fv(couleurBlanc());
glBegin(GL_LINE_LOOP);
glVertex3f(-4.0F,-3.0F,0.0F);
glVertex3f(-4.0F,3.0F,0.0F);
glVertex3f(4.0F,3.0F,0.0F);
glVertex3f(4.0F,-3.0F,0.0F);
glEnd();
glLineWidth(1.0F);
glBegin(GL_LINES);
for ( x = -4.0F ; x < 4.0F ; x += 1.0F/resolution ) {
glVertex3f(x,-3.0F,0.0F);
glVertex3f(x,3.0F,0.0F); }
for ( y = -3.0F ; y < 3.0F ; y += 1.0F/resolution ) {
glVertex3f(-4.0F,y,0.0F);
glVertex3f(4.0F,y,0.0F); }
if ( aff == 0 )
for ( int i = 0 ; i <= rayons ; i++ ) {
x = -4.0F+0.5F/resolution+(i%(8*resolution))/(float) resolution;
y = -3.0F+0.5F/resolution+(i/(8*resolution))/(float) resolution;
glVertex3f(3*x,3*y,16.0F);
glVertex3f(0.0F,0.0F,-8.0F); }
else {
x = -4.0F+0.5F/resolution+(rayons%(8*resolution))/(float) resolution;
y = -3.0F+0.5F/resolution+(rayons/(8*resolution))/(float) resolution;
glVertex3f(3*x,3*y,16.0F);
glVertex3f(0.0F,0.0F,-8.0F); }
glEnd();
glPopMatrix();
glEnable(GL_LIGHTING);
glPushMatrix();
glMaterialfv(GL_FRONT,GL_DIFFUSE,couleurVert());
glTranslatef(3.2F,-2.0F,7.0F);
glutSolidSphere(2.3,36,36);
glPopMatrix();
glPushMatrix();
glMaterialfv(GL_FRONT,GL_DIFFUSE,couleurBleu());
glTranslatef(-3.7F,2.5F,6.0F);
glRotatef(-45.0F,1.0F,1.0F,1.0F);
glScalef(4.2F,3.6F,2.3F);
glutSolidCube(1.0);
glPopMatrix();
glPushMatrix();
glMaterialfv(GL_FRONT,GL_DIFFUSE,couleurJaune());
glTranslatef(-3.9F,-2.1F,4.0F);
glScalef(0.8F,1.0F,1.5F);
glRotatef(45.0F,1.0F,1.0F,1.0F);
glutSolidTorus(0.8,1.5,36,36);
glPopMatrix();
glDisable(GL_LIGHTING);
glPushMatrix();
glColor4fv(couleurRouge(0.5F));
glBegin(GL_QUADS);
x = -4.0F+0.5F/resolution+(rayons%(8*resolution))/(float) resolution;
y = -3.0F+0.5F/resolution+(rayons/(8*resolution))/(float) resolution;
glVertex3f(x-0.5F/resolution,y-0.5F/resolution,0.0F);
glVertex3f(x+0.5F/resolution,y-0.5F/resolution,0.0F);
glVertex3f(x+0.5F/resolution,y+0.5F/resolution,0.0F);
glVertex3f(x-0.5F/resolution,y+0.5F/resolution,0.0F);
glEnd();
glPopMatrix();
glPopMatrix();
}
void display(void) {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if ( visu ) {
glFrustum(-4.0,4.0,-4.0*ratio,4.0*ratio,8.0,125.0);
setManipulateurDistance(10.0F); }
else {
glOrtho(-10.0,10.0,-ratio*10.0,ratio*10.0,0.0,25.0);
setManipulateurDistance(10.0F); }
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if ( visu ) {
glRotatef(180.0F,0.0F,1.0F,0.0F);
glTranslatef(0.0F,0.0F,8.0F); }
else
glTranslatef(0.0F,0.0F,-12.0F);
glPushMatrix();
glEnable(GL_DEPTH_TEST);
displayObjets();
glPopMatrix();
glFlush();
glutSwapBuffers();
}
void reshape(int w,int h) {
glViewport(0,0,w,h);
ratio =(float) h/w;
}
void key(unsigned char key,int x,int y) {
if ( keyManipulateur(key,x,y) )
glutPostRedisplay();
else
switch ( key ) {
case 43 : resolution *= 2;
if ( resolution > 16 )
resolution = 16;
rayons = 0;
glutPostRedisplay();
break;
case 45 : resolution /= 2;
if ( resolution < 1 )
resolution = 1;
rayons = 0;
glutPostRedisplay();
break;
case 'm' : visu = (visu+1)%2;
glutPostRedisplay();
break;
case 0x0D : aff = (aff+1)%2;
glutPostRedisplay();
break;
case 32 : rayons = (rayons+1)%(48*resolution*resolution);
glutPostRedisplay();
break; }
}
int main(int argc,char **argv) {
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE);
glutInitWindowSize(400,300);
glutInitWindowPosition(50,50);
glutCreateWindow("Le lancer de rayons");
myinit();
creationMenuBasique();
glutKeyboardFunc(key);
glutSpecialFunc(specialBasique);
glutMotionFunc(motionBasique);
glutMouseFunc(sourisBasique);
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutMainLoop();
return(0);
}