Lumières colorées et lumières blanches sur une sphère
Sphères avec beaucoup et peu de facettes
Vues selon d'autres axes de visualisation
Le source : MaterielsEtLumieres.cpp
/* Gestion de materiels et de lumieres */
/* en OpenGL */
/* */
/* Auteur: Nicolas JANEY */
/* nicolas.janey@univ-fcomte.fr */
/* Octobre 2009 */
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <GL/glut.h>
#include <GL/gl.h>
#include <GL/glu.h>
/* Variables et constantes globales */
/* pour les angles et les couleurs utilises */
static int lumiere = 0;
static int camera = 0;
static int wx;
static int wy;
static float rx = 0.0F;
static float ry = 0.0F;
static float rz = 0.0F;
/* Scene dessinee */
void cylindre(double h,double r,int n,int m) {
glPushMatrix();
glRotatef(90.0F,1.0F,0.0F,0.0F);
glTranslatef(0.0F,0.0F,-h/2);
GLUquadricObj *qobj = gluNewQuadric();
gluQuadricDrawStyle(qobj,GLU_FILL);
gluCylinder(qobj,r,r,h,n,m);
gluDeleteQuadric(qobj);
glPopMatrix();
}
void scene() {
GLfloat blanc[4] = { 1.0F,1.0F,1.0F,1.0F };
GLfloat noir[4] = { 0.0F,0.0F,0.0F,1.0F };
GLfloat rouge[4] = { 1.0F,0.0F,0.0F,1.0F };
GLfloat vert[4] = { 0.0F,1.0F,0.0F,1.0F };
GLfloat bleu[4] = { 0.0F,0.0F,1.0F,1.0F };
GLfloat jaune[4] = { 1.0F,1.0F,0.0F,1.0F };
glPushMatrix();
glMaterialfv(GL_FRONT,GL_AMBIENT,noir);
glMaterialfv(GL_FRONT,GL_SPECULAR,blanc);
glMaterialf(GL_FRONT,GL_SHININESS,50.0F);
glPushMatrix();
glTranslatef(2.0F,2.0F,0.0F);
glMaterialfv(GL_FRONT,GL_DIFFUSE,rouge);
glutSolidCube(2.0);
glPopMatrix();
glPushMatrix();
glTranslatef(2.0F,-2.0F,0.0F);
glMaterialfv(GL_FRONT,GL_DIFFUSE,vert);
glutSolidSphere(1.0,72,72);
glPopMatrix();
glPushMatrix();
glTranslatef(-2.0F,2.0F,0.0F);
glMaterialfv(GL_FRONT,GL_DIFFUSE,bleu);
glRotatef(90.0F,-1.0F,0.0F,0.0F);
glTranslatef(0.0F,0.0F,-1.0F);
glutSolidCone(1.0,2.0,72,72);
glPopMatrix();
glPushMatrix();
glMaterialfv(GL_FRONT,GL_DIFFUSE,jaune);
glTranslatef(-2.0F,-2.0F,0.0F);
cylindre(2.0,1.0,72,72);
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);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
double cx;
double cy;
double cz;
switch (camera) {
case 0 :
cx = 0.0;
cy = 0.0;
cz = 10.0;
break;
case 1 :
cx = 10.0;
cy = 0.0;
cz = 10.0;
break;
case 2 :
cx = 10.0;
cy = 10.0;
cz = 10.0;
break; }
double d = sqrt(cx*cx+cy*cy+cz*cz);
gluPerspective(520.0/d,(float) wx/wy,d-5.0,d+5.0F);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(cx,cy,cz,0.0,0.0,0.0,0.0,1.0,0.0);
glRotatef(rx,1.0F,0.0F,0.0F);
glRotatef(ry,0.0F,1.0F,0.0F);
glRotatef(rz,0.0F,0.0F,1.0F);
switch ( lumiere ) {
case 0 :
{ glEnable(GL_LIGHT0);
glDisable(GL_LIGHT1);
glDisable(GL_LIGHT2);
const GLfloat light0_position[] = { 0.0,0.0,0.0,1.0 };
glLightfv(GL_LIGHT0,GL_POSITION,light0_position); }
break;
case 1 :
{ glDisable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glDisable(GL_LIGHT2);
const GLfloat light1_position[] = { 1.0,0.0,0.0,0.0 };
glLightfv(GL_LIGHT1,GL_POSITION,light1_position); }
break;
case 2 :
{ glDisable(GL_LIGHT0);
glDisable(GL_LIGHT1);
glEnable(GL_LIGHT2);
const GLfloat light2_position[] = { -12.0,0.0,10.0,1.0 };
const GLfloat light2_direction[] = { 1.0,0.0,-1.0,0.0 };
glLightfv(GL_LIGHT2,GL_POSITION,light2_position);
glLightfv(GL_LIGHT2,GL_SPOT_DIRECTION,light2_direction); }
break;
case 3 :
{ glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glEnable(GL_LIGHT2);
const GLfloat light0_position[] = { 0.0,0.0,0.0,1.0 };
glLightfv(GL_LIGHT0,GL_POSITION,light0_position);
const GLfloat light1_position[] = { 1.0,0.0,0.0,0.0 };
glLightfv(GL_LIGHT1,GL_POSITION,light1_position);
const GLfloat light2_position[] = { -12.0,0.0,10.0,1.0 };
const GLfloat light2_direction[] = { 1.0,0.0,-1.0,0.0 };
glLightfv(GL_LIGHT2,GL_POSITION,light2_position);
glLightfv(GL_LIGHT2,GL_SPOT_DIRECTION,light2_direction); }
break; }
scene();
glFlush();
glutSwapBuffers();
int error = glGetError();
if ( error != GL_NO_ERROR )
printf("Erreur OpenGL\n",error);
}
/* Fonction executee lorsqu'aucun evenement */
/* n'est en file d'attente */
void idle(void) {
rx += 0.4256F;
ry += 0.6117F;
rz += 0.4174F;
glutPostRedisplay();
}
/* Fonction executee lors d'un changement */
/* de la taille de la fenetre OpenGL */
void reshape(int x,int y) {
glViewport(0,0,x,y);
wx = x;
wy = y;
}
/* Fonction executee lors de l'appui */
/* d'une touche alphanumerique du clavier */
void keyboard(unsigned char key,int x,int y) {
switch (key) {
case 'c' :
camera = (camera+1)%3;
glutPostRedisplay();
break;
case 'l' :
lumiere = (lumiere+1)%4;
glutPostRedisplay();
break;
case 0x0D :
{ static int anim = 0;
anim = !anim;
glutIdleFunc(( anim ) ? idle : NULL); }
break;
case 0x1B :
exit(0);
break; }
}
/* Fonction executee lors de l'appui */
/* d'une touche de curseur ou d'une touche */
/* page up ou page down */
void special(int key,int x,int y) {
switch(key) {
case GLUT_KEY_UP :
rx++;
glutPostRedisplay() ;
break;
case GLUT_KEY_DOWN :
rx--;
glutPostRedisplay() ;
break;
case GLUT_KEY_LEFT :
ry++;
glutPostRedisplay() ;
break;
case GLUT_KEY_RIGHT :
ry--;
glutPostRedisplay() ;
break;
case GLUT_KEY_PAGE_UP :
rz++;
glutPostRedisplay() ;
break;
case GLUT_KEY_PAGE_DOWN :
rz--;
glutPostRedisplay() ;
break; }
}
/* Fonction d'initialisation des parametres */
/* constants d'OpenGL */
static void init(void) {
GLfloat blanc[4] = { 1.0F,1.0F,1.0F,1.0F };
GLfloat cyan[4] = { 0.0F,1.0F,1.0F,1.0F };
GLfloat jaune[4] = { 1.0F,1.0F,0.0F,1.0F };
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
glEnable(GL_NORMALIZE);
glLightfv(GL_LIGHT0,GL_DIFFUSE,blanc);
glLightfv(GL_LIGHT0,GL_SPECULAR,blanc);
glLightfv(GL_LIGHT1,GL_DIFFUSE,cyan);
glLightfv(GL_LIGHT1,GL_SPECULAR,cyan);
glLightf(GL_LIGHT2,GL_SPOT_CUTOFF,8.59F);
glLightfv(GL_LIGHT2,GL_DIFFUSE,jaune);
glLightfv(GL_LIGHT2,GL_SPECULAR,jaune);
}
/* Fonction principale */
int main(int argc,char **argv) {
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE);
glutInitWindowSize(300,300);
glutInitWindowPosition(50,50);
glutCreateWindow("Materiels et lumieres OpenGL");
init();
glutKeyboardFunc(keyboard);
glutSpecialFunc(special);
glutReshapeFunc(reshape);
//glutIdleFunc(idle);
glutDisplayFunc(display);
glutMainLoop();
return(0);
}