Le source : AccelerateurParticules.cpp
/* Auteur: Nicolas JANEY */
/* nicolas.janey@univ-fcomte.fr */
/* Septembre 2008 */
/* Simulation d'un accelerateur de particules */
#include <stdio.h>
#include <math.h>
#include <GL/glut.h>
#include <GL/gl.h>
#include <GL/glu.h>
/* Variables et constantes globales */
static const float blanc[] = { 1.0F,1.0F,1.0F,1.0F };
static const float rouge[] = { 1.0F,0.0F,0.0F,1.0F };
static const float vert[] = { 0.0F,1.0F,0.0F,1.0F };
static const float bleu[] = { 0.0F,0.0F,1.0F,1.0F };
static int n = 10;
/* Fonction d'initialisation des parametres */
/* OpenGL ne changeant pas au cours de la vie */
/* du programme */
void init(void) {
const GLfloat mat_shininess[] = { 50.0 };
glMaterialfv(GL_FRONT,GL_SPECULAR,blanc);
glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess);
glLightfv(GL_LIGHT0,GL_DIFFUSE,rouge);
glLightfv(GL_LIGHT1,GL_DIFFUSE,vert);
glLightfv(GL_LIGHT2,GL_DIFFUSE,bleu);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glEnable(GL_LIGHT2);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
glEnable(GL_NORMALIZE);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_CULL_FACE);
}
/* Scene dessinee */
void box(float tx,float ty,float tz) {
glPushMatrix();
glScalef(tx,ty,tz);
glutSolidCube(1.0);
glPopMatrix();
}
void scene(int n) {
double a = 2*3.14159/n;
double cs = 1.0-cos(a);
double sn = sin(a);
double d = 10*sqrt(cs*cs+sn*sn);
glPushMatrix();
for( int i=0 ; i<n ; i++ ) {
glPushMatrix();
glRotatef((360.0f/n)*i,0.0F,0.0F,1.0F);
glTranslatef(10.0F,0.0F,0.0F);
box(1.0F,1.0F,1.0F);
glRotatef(180.0F/n,0.0F,0.0F,1.0F);
glTranslatef(0.0F,d/2,0.0F);
box(0.5F,d,0.5F);
glPopMatrix(); }
glPopMatrix();
}
/* Fonction executee lors d'un rafraichissement */
/* de la fenetre de dessin */
void display(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
const GLfloat light0_position[] = { 1.0,1.0,1.0,0.0 };
const GLfloat light1_position[] = { -1.0,1.0,1.0,0.0 };
const GLfloat light2_position[] = { 1.0,-1.0,1.0,0.0 };
glLightfv(GL_LIGHT0,GL_POSITION,light0_position);
glLightfv(GL_LIGHT1,GL_POSITION,light1_position);
glLightfv(GL_LIGHT2,GL_POSITION,light2_position);
glPushMatrix();
glRotatef(-50.0F,1.0F,0.0F,0.0F);
scene(n);
glPopMatrix();
glFlush();
glutSwapBuffers();
}
/* Fonction executee lors d'un changement */
/* de la taille de la fenetre OpenGL */
void reshape(int x,int y) {
glViewport(0,0,x,y);
glMatrixMode(GL_PROJECTION) ;
glLoadIdentity() ;
gluPerspective(40.0F,(float) x/y,1.0,50.0) ;
glMatrixMode(GL_MODELVIEW) ;
glLoadIdentity() ;
gluLookAt(0.0,-10.0,25.0,0.0,0.0,0.0,0.0,1.0,0.0);
}
/* Fonction principale */
int main(int argc,char **argv) {
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE);
glutInitWindowSize(450,300);
glutInitWindowPosition(50,50);
glutCreateWindow("Un \"accelerateur de particules\"");
init();
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutMainLoop();
return(0);
}