Matériels mono et bifaces sous lumière directionnelle
Lumières ponctuelles dedans et dehors
Spot
Le source : CylindreAvecMaterielEtEclairage.cpp
/* Cylindre modelise par facettes */
/* avec materiel et eclairage */
/* */
/* Auteur: Nicolas JANEY */
/* nicolas.janey@univ-fcomte.fr */
/* Octobre 2010 */
#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 */
#ifndef M_PI
#define M_PI 3.14159
#endif
static int scn = 0;
static float rx = 0.0F;
static float ry = 0.0F;
static float rz = 0.0F;
static float p = 2.0F;
static float r = 0.0F;
static float ouv = 10.0F;
static const float noir[] = { 0.0F,0.0F,0.0F,1.0F };
static const float grisClair[] = { 0.7F,0.7F,0.7F,1.0F };
static const float grisFonce[] = { 0.3F,0.3F,0.3F,1.0F };
static const float blanc[] = { 1.0F,1.0F,1.0F,1.0F };
static const float jaune[] = { 1.0F,1.0F,0.0F,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 const float bleuatre[] = { 0.4F,0.4F,1.0F,1.0F };
static const float jaunatre[] = { 0.6F,0.6F,0.0F,1.0F };
static const float jauneClair[] = { 1.0F,1.0F,0.7F,1.0F };
static int n = 72;
static int m = 72;
/* Fonction d'initialisation des parametres */
/* OpenGL ne changeant pas au cours de la vie */
/* du programme */
void init(void) {
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
glEnable(GL_NORMALIZE);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_LIGHTING);
}
/* Scene dessinee */
void mySolidCylinder(int n,int m) {
glPushMatrix();
for ( int j = 0 ; j < m ; j++ ) {
float hi = 1.0F-j*2.0F/m;
float hf = hi-2.0F/m;
glBegin(GL_QUAD_STRIP);
for( int i = 0 ; i <= n ; i++ ){
float a = (2*M_PI*i)/n;
float sn = -sin(a);
float cs = cos(a);
glNormal3f(cs,0.0F,sn);
glVertex3f(cs,hi,sn);
glVertex3f(cs,hf,sn); }
glEnd(); }
glPopMatrix();
}
void scene() {
glPushMatrix();
mySolidCylinder(n,m);
glPopMatrix();
}
void affichageLumiere(void) {
switch ( scn ) {
case 2 :
{ glDisable(GL_LIGHTING);
glutSolidSphere(0.05,36,36);
glEnable(GL_LIGHTING); }
break;
case 3 :
{ const GLfloat pos[] = { 1.0,0.0,1.0,1.0 };
glPushMatrix();
glDisable(GL_LIGHTING);
glTranslatef(pos[0],pos[1],pos[2]);
glutSolidSphere(0.05,36,36);
glEnable(GL_LIGHTING);
glPopMatrix(); }
break;
case 4 :
{ const GLfloat pos[] = { 2.0,0.0,2.0,1.0 };
const GLfloat dir[] = { -1.0,0.0,-1.0 };
glPushMatrix();
glDisable(GL_LIGHTING);
glTranslatef(pos[0],pos[1],pos[2]);
glutSolidSphere(0.05,36,36);
glBegin(GL_LINES);
glVertex3f( 0.0F,0.0F, 0.0F);
glVertex3f(-0.4F,0.0F,-0.4F);
glEnd();
glEnable(GL_LIGHTING);
glPopMatrix(); }
break;
case 5 :
{ const GLfloat pos[] = { p,0.0,p,1.0 };
glPushMatrix();
glDisable(GL_LIGHTING);
glTranslatef(pos[0],pos[1],pos[2]);
glutSolidSphere(0.05,36,36);
glEnable(GL_LIGHTING);
glPopMatrix(); }
break;
case 6 :
{ const GLfloat pos[] = { 2.0,0.0,2.0,1.0 };
const GLfloat dir[] = { -1.0,0.0,-1.0 };
glPushMatrix();
glDisable(GL_LIGHTING);
glRotatef(r,0.0F,1.0F,0.0F);
glTranslatef(pos[0],pos[1],pos[2]);
glBegin(GL_LINES);
glVertex3f( 0.0F,0.0F, 0.0F);
glVertex3f(-0.4F,0.0F,-0.4F);
glEnd();
glutSolidSphere(0.05,36,36);
glEnable(GL_LIGHTING);
glPopMatrix(); }
break; }
}
/* Fonction executee lors d'un rafraichissement */
/* de la fenetre de dessin */
void display(void) {
glClearColor(0.75,0.75,0.75,1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
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 ( scn ) {
case 0 :
{ glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,noir);
glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION,noir);
glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,bleuatre);
glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,jaunatre);
glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,64.0F);
const GLfloat dir[] = { 1.0,0.0,1.0,0.0 };
glLightfv(GL_LIGHT0,GL_POSITION,dir);
glLightfv(GL_LIGHT0,GL_DIFFUSE,jauneClair);
glLightfv(GL_LIGHT0,GL_SPECULAR,jauneClair);
glLightf(GL_LIGHT0,GL_SPOT_CUTOFF,180.0F);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,0); }
break;
case 1 :
{ { glMaterialfv(GL_FRONT,GL_AMBIENT,noir);
glMaterialfv(GL_FRONT,GL_EMISSION,noir);
glMaterialfv(GL_FRONT,GL_DIFFUSE,bleuatre);
glMaterialfv(GL_FRONT,GL_SPECULAR,jaunatre);
glMaterialf(GL_FRONT,GL_SHININESS,64.0F); }
{ glMaterialfv(GL_BACK,GL_AMBIENT,noir);
glMaterialfv(GL_BACK,GL_EMISSION,noir);
glMaterialfv(GL_BACK,GL_DIFFUSE,grisClair);
glMaterialfv(GL_BACK,GL_SPECULAR,grisFonce);
glMaterialf(GL_BACK,GL_SHININESS,110.0F); }
const GLfloat dir[] = { 1.0,0.0,1.0,0.0 };
glLightfv(GL_LIGHT0,GL_POSITION,dir);
glLightfv(GL_LIGHT0,GL_DIFFUSE,jauneClair);
glLightfv(GL_LIGHT0,GL_SPECULAR,jauneClair);
glLightf(GL_LIGHT0,GL_SPOT_CUTOFF,180.0F);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,1); }
break;
case 2 :
{ { glMaterialfv(GL_FRONT,GL_AMBIENT,noir);
glMaterialfv(GL_FRONT,GL_EMISSION,noir);
glMaterialfv(GL_FRONT,GL_DIFFUSE,bleuatre);
glMaterialfv(GL_FRONT,GL_SPECULAR,jaunatre);
glMaterialf(GL_FRONT,GL_SHININESS,64.0F); }
{ glMaterialfv(GL_BACK,GL_AMBIENT,noir);
glMaterialfv(GL_BACK,GL_EMISSION,noir);
glMaterialfv(GL_BACK,GL_DIFFUSE,grisClair);
glMaterialfv(GL_BACK,GL_SPECULAR,grisFonce);
glMaterialf(GL_BACK,GL_SHININESS,110.0F); }
const GLfloat pos[] = { 0.0,0.0,0.0,1.0 };
glLightfv(GL_LIGHT0,GL_POSITION,pos);
glLightfv(GL_LIGHT0,GL_DIFFUSE,jauneClair);
glLightfv(GL_LIGHT0,GL_SPECULAR,jauneClair);
glLightf(GL_LIGHT0,GL_SPOT_CUTOFF,180.0F);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,1); }
break;
case 3 :
{ { glMaterialfv(GL_FRONT,GL_AMBIENT,noir);
glMaterialfv(GL_FRONT,GL_EMISSION,noir);
glMaterialfv(GL_FRONT,GL_DIFFUSE,bleuatre);
glMaterialfv(GL_FRONT,GL_SPECULAR,jaunatre);
glMaterialf(GL_FRONT,GL_SHININESS,64.0F); }
{ glMaterialfv(GL_BACK,GL_AMBIENT,noir);
glMaterialfv(GL_BACK,GL_EMISSION,noir);
glMaterialfv(GL_BACK,GL_DIFFUSE,grisClair);
glMaterialfv(GL_BACK,GL_SPECULAR,grisFonce);
glMaterialf(GL_BACK,GL_SHININESS,110.0F); }
const GLfloat pos[] = { 1.0,0.0,1.0,1.0 };
glLightfv(GL_LIGHT0,GL_POSITION,pos);
glLightfv(GL_LIGHT0,GL_DIFFUSE,jauneClair);
glLightfv(GL_LIGHT0,GL_SPECULAR,jauneClair);
glLightf(GL_LIGHT0,GL_SPOT_CUTOFF,180.0F);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,1); }
break;
case 4 :
{ { glMaterialfv(GL_FRONT,GL_AMBIENT,noir);
glMaterialfv(GL_FRONT,GL_EMISSION,noir);
glMaterialfv(GL_FRONT,GL_DIFFUSE,bleuatre);
glMaterialfv(GL_FRONT,GL_SPECULAR,jaunatre);
glMaterialf(GL_FRONT,GL_SHININESS,64.0F); }
{ glMaterialfv(GL_BACK,GL_AMBIENT,noir);
glMaterialfv(GL_BACK,GL_EMISSION,noir);
glMaterialfv(GL_BACK,GL_DIFFUSE,grisClair);
glMaterialfv(GL_BACK,GL_SPECULAR,grisFonce);
glMaterialf(GL_BACK,GL_SHININESS,110.0F); }
const GLfloat pos[] = { 2.0,0.0,2.0,1.0 };
const GLfloat dir[] = { -1.0,0.0,-1.0 };
glLightfv(GL_LIGHT0,GL_POSITION,pos);
glLightfv(GL_LIGHT0,GL_DIFFUSE,jauneClair);
glLightfv(GL_LIGHT0,GL_SPECULAR,jauneClair);
glLightfv(GL_LIGHT0,GL_SPOT_DIRECTION,dir);
glLightf(GL_LIGHT0,GL_SPOT_CUTOFF,ouv);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,1); }
break;
case 5 :
{ { glMaterialfv(GL_FRONT,GL_AMBIENT,noir);
glMaterialfv(GL_FRONT,GL_EMISSION,noir);
glMaterialfv(GL_FRONT,GL_DIFFUSE,bleuatre);
glMaterialfv(GL_FRONT,GL_SPECULAR,jaunatre);
glMaterialf(GL_FRONT,GL_SHININESS,64.0F); }
{ glMaterialfv(GL_BACK,GL_AMBIENT,noir);
glMaterialfv(GL_BACK,GL_EMISSION,noir);
glMaterialfv(GL_BACK,GL_DIFFUSE,grisClair);
glMaterialfv(GL_BACK,GL_SPECULAR,grisFonce);
glMaterialf(GL_BACK,GL_SHININESS,110.0F); }
const GLfloat pos[] = { p,0.0,p,1.0 };
glLightfv(GL_LIGHT0,GL_POSITION,pos);
glLightfv(GL_LIGHT0,GL_DIFFUSE,jauneClair);
glLightfv(GL_LIGHT0,GL_SPECULAR,jauneClair);
glLightf(GL_LIGHT0,GL_SPOT_CUTOFF,180.0F);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,1); }
break;
case 6 :
{ { glMaterialfv(GL_FRONT,GL_AMBIENT,noir);
glMaterialfv(GL_FRONT,GL_EMISSION,noir);
glMaterialfv(GL_FRONT,GL_DIFFUSE,bleuatre);
glMaterialfv(GL_FRONT,GL_SPECULAR,jaunatre);
glMaterialf(GL_FRONT,GL_SHININESS,64.0F); }
{ glMaterialfv(GL_BACK,GL_AMBIENT,noir);
glMaterialfv(GL_BACK,GL_EMISSION,noir);
glMaterialfv(GL_BACK,GL_DIFFUSE,grisClair);
glMaterialfv(GL_BACK,GL_SPECULAR,grisFonce);
glMaterialf(GL_BACK,GL_SHININESS,110.0F); }
glPushMatrix();
const GLfloat pos[] = { 2.0,0.0, 2.0,1.0 };
const GLfloat dir[] = { -1.0,0.0,-1.0 };
glRotatef(r,0.0F,1.0F,0.0F);
glLightfv(GL_LIGHT0,GL_POSITION,pos);
glLightfv(GL_LIGHT0,GL_SPOT_DIRECTION,dir);
glPopMatrix();
glLightfv(GL_LIGHT0,GL_DIFFUSE,jauneClair);
glLightfv(GL_LIGHT0,GL_SPECULAR,jauneClair);
glLightf(GL_LIGHT0,GL_SPOT_CUTOFF,ouv);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,1); }
break; }
scene();
affichageLumiere();
glPopMatrix();
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 idle1(void) {
rx += 0.14256F;
ry += 0.06117F;
rz += 0.04174F;
glutPostRedisplay();
}
void idle2(void) {
static float d = -0.002F;
p += d;
if ( ( p > 2.0F ) || ( p < -2.0F ) )
d *= -1.0F;
idle1();
}
void idle3(void) {
r += 0.1F ;
idle1();
}
/* 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(10.0F,(float) x/y,1.0,40.0) ;
glMatrixMode(GL_MODELVIEW) ;
glLoadIdentity() ;
gluLookAt(0.0,0.0,20.0,0.0,0.0,0.0,0.0,1.0,0.0);
}
/* Fonction executee lors de l'appui */
/* d'une touche alphanumerique du clavier */
void keyboard(unsigned char key,int x,int y) {
switch (key) {
case 'o' :
ouv -= 0.1F;
if ( ouv < 0.0F )
ouv = 0.0F;
glutPostRedisplay();
break;
case 'O' :
ouv += 0.1F;
if ( ouv > 90.0F )
ouv = 90.0F;
glutPostRedisplay();
break;
case 'n' :
n--;
if ( n < 3 )
n = 3;
glutPostRedisplay();
break;
case 'N' :
n++;
glutPostRedisplay();
break;
case 'm' :
m--;
if ( m < 1 )
m = 1;
glutPostRedisplay();
break;
case 'M' :
m++;
glutPostRedisplay();
break;
case 'c' :
{ static int culling = 0;
culling = !culling;
if ( culling )
glEnable(GL_CULL_FACE);
else
glDisable(GL_CULL_FACE); }
glutPostRedisplay();
break;
case 'f' :
{ static int face = 1;
face = !face;
glPolygonMode(GL_FRONT_AND_BACK,( face ) ? GL_FILL : GL_LINE); }
glutPostRedisplay();
break;
case 0x0D :
scn = (scn+1)%7;
switch ( scn ) {
case 0 :
case 1 :
case 2 :
case 3 :
case 4 :
glutIdleFunc(idle1);
break;
case 5 :
glutIdleFunc(idle2);
break;
case 6 :
glutIdleFunc(idle3);
break; }
glutPostRedisplay();
break;
case 0x20 :
{ static int anim = 1;
anim = !anim;
switch ( scn ) {
case 0 :
case 1 :
case 2 :
case 3 :
case 4 :
glutIdleFunc(( anim ) ? idle1 : NULL);
break;
case 5 :
glutIdleFunc(( anim ) ? idle2 : NULL);
break;
case 6 :
glutIdleFunc(( anim ) ? idle3 : NULL);
break; } }
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 principale */
int main(int argc,char **argv) {
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE);
glutInitWindowSize(300,300);
glutInitWindowPosition(50,50);
glutCreateWindow("Cylindre par facettes avec matériel et lumière");
init();
glutKeyboardFunc(keyboard);
glutSpecialFunc(special);
glutReshapeFunc(reshape);
glutIdleFunc(idle1);
glutDisplayFunc(display);
glutMainLoop();
return(0);
}