/* Cubes et cylindre modelises par facettes */ /* */ /* Auteur: Nicolas JANEY */ /* nicolas.janey@univ-fcomte.fr */ /* Septembre 2010 */ #include #include #include #include #include #include /* Variables et constantes globales */ /* pour les angles et les couleurs utilises */ #ifndef M_PI #define M_PI 3.14159 #endif static int obj = 0; static float rx = 0.0F; static float ry = 0.0F; static float rz = 0.0F; static const float noir[] = { 0.0F,0.0F,0.0F,1.0F }; static const float blanc[] = { 1.0F,1.0F,1.0F,1.0F }; static const float gris[] = { 0.7F,0.7F,0.7F,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 int n = 36; static int m = 36; /* Fonction d'initialisation des parametres */ /* OpenGL ne changeant pas au cours de la vie */ /* du programme */ void init(void) { const GLfloat shininess[] = { 50.0 }; glMaterialfv(GL_FRONT,GL_AMBIENT,noir); glMaterialfv(GL_FRONT,GL_DIFFUSE,blanc); glMaterialfv(GL_FRONT,GL_SPECULAR,blanc); glMaterialfv(GL_FRONT,GL_SHININESS,shininess); glLightfv(GL_LIGHT0,GL_DIFFUSE,rouge); glLightfv(GL_LIGHT1,GL_DIFFUSE,jaune); glLightfv(GL_LIGHT2,GL_DIFFUSE,bleu); 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_LIGHTING); } /* Scene dessinee */ void cubeSansNormales(void){ float c = 0.5F; glPushMatrix(); glBegin(GL_QUADS); { glVertex3f(-c,c,-c); glVertex3f(-c,-c,-c); glVertex3f(c,-c,-c); glVertex3f(c,c,-c); } { glVertex3f(c,c,c); glVertex3f(-c,c,c); glVertex3f(-c,-c,c); glVertex3f(c,-c,c); } { glVertex3f(-c,c,-c); glVertex3f(-c,-c,-c); glVertex3f(-c,-c,c); glVertex3f(-c,c,c); } { glVertex3f(c,c,c); glVertex3f(c,-c,c); glVertex3f(c,-c,-c); glVertex3f(c,c,-c); } { glVertex3f(-c,-c,c); glVertex3f(-c,-c,-c); glVertex3f(c,-c,-c); glVertex3f(c,-c,c); } { glVertex3f(c,c,c); glVertex3f(c,c,-c); glVertex3f(-c,c,-c); glVertex3f(-c,c,c); } glEnd(); glPopMatrix(); } void cubeAvecNormales(){ float c = 0.5F; glPushMatrix(); glNormal3f(0.0F,0.0F,1.0F); glBegin(GL_QUADS); { glNormal3f(0.0F,0.0F,-1.0F); glVertex3f(c,c,-c); glVertex3f(c,-c,-c); glVertex3f(-c,-c,-c); glVertex3f(-c,c,-c); } { glNormal3f(0.0F,0.0F,1.0F); glVertex3f(c,c,c); glVertex3f(-c,c,c); glVertex3f(-c,-c,c); glVertex3f(c,-c,c); } { glNormal3f(-1.0F,0.0F,0.0F); glVertex3f(-c,c,-c); glVertex3f(-c,-c,-c); glVertex3f(-c,-c,c); glVertex3f(-c,c,c); } { glNormal3f(1.0F,0.0F,0.0F); glVertex3f(c,c,c); glVertex3f(c,-c,c); glVertex3f(c,-c,-c); glVertex3f(c,c,-c); } { glNormal3f(0.0F,-1.0F,0.0F); glVertex3f(-c,-c,c); glVertex3f(-c,-c,-c); glVertex3f(c,-c,-c); glVertex3f(c,-c,c); } { glNormal3f(0.0F,1.0F,0.0F); glVertex3f(c,c,c); glVertex3f(c,c,-c); glVertex3f(-c,c,-c); glVertex3f(-c,c,c); } glEnd(); glPopMatrix(); } 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(); switch ( obj ) { case 0 : cubeAvecNormales(); break; case 1 : cubeSansNormales(); break; case 2 : glScalef(0.5F,0.5F,0.5F); mySolidCylinder(n,m); break; } glPopMatrix(); } /* Fonction executee lors d'un rafraichissement */ /* de la fenetre de dessin */ void display(void) { 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); if ( obj == 2 ) { const GLfloat light0_pos[] = { 0.5, 0.3, 0.5,1.0 }; const GLfloat light1_pos[] = { -0.5, 0.0, 0.5,1.0 }; const GLfloat light2_pos[] = { 0.5,-0.3,-0.5,1.0 }; glLightfv(GL_LIGHT0,GL_POSITION,light0_pos); glLightfv(GL_LIGHT1,GL_POSITION,light1_pos); glLightfv(GL_LIGHT2,GL_POSITION,light2_pos); glDisable(GL_LIGHTING); glPushMatrix(); glTranslatef(light0_pos[0],light0_pos[1],light0_pos[2]); glColor3fv(rouge); glutSolidSphere(0.02,36,36); glPopMatrix(); glPushMatrix(); glTranslatef(light1_pos[0],light1_pos[1],light1_pos[2]); glColor3fv(jaune); glutSolidSphere(0.02,36,36); glPopMatrix(); glPushMatrix(); glTranslatef(light2_pos[0],light2_pos[1],light2_pos[2]); glColor3fv(bleu); glutSolidSphere(0.02,36,36); glPopMatrix(); glEnable(GL_LIGHTING); } else { const GLfloat light0_dir[] = { 0.7, 0.3, 0.7,0.0 }; const GLfloat light1_dir[] = { -0.7, 0.0, 0.7,0.0 }; const GLfloat light2_dir[] = { 0.7,-0.3,-0.7,0.0 }; glLightfv(GL_LIGHT0,GL_POSITION,light0_dir); glLightfv(GL_LIGHT1,GL_POSITION,light1_dir); glLightfv(GL_LIGHT2,GL_POSITION,light2_dir); } scene(); 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 idle(void) { rx += 0.14256F ; ry += 0.06117F ; rz += 0.04174F ; 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); glMatrixMode(GL_PROJECTION) ; glLoadIdentity() ; gluPerspective(7.0F,(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 '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 'l' : { static int lumiere = 0; lumiere = !lumiere; if ( lumiere ) { glLightfv(GL_LIGHT0,GL_DIFFUSE,gris); glLightfv(GL_LIGHT1,GL_DIFFUSE,gris); glLightfv(GL_LIGHT2,GL_DIFFUSE,gris); glEnable(GL_CULL_FACE); } else { glLightfv(GL_LIGHT0,GL_DIFFUSE,rouge); glLightfv(GL_LIGHT1,GL_DIFFUSE,jaune); glLightfv(GL_LIGHT2,GL_DIFFUSE,bleu); glDisable(GL_CULL_FACE); } } 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 0x20 : obj = (obj+1)%3; glutPostRedisplay(); break; case 0x0D : { static int anim = 1; 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 principale */ int main(int argc,char **argv) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE); glutInitWindowSize(300,300); glutInitWindowPosition(50,50); glutCreateWindow("Cubes et cylindre par facettes"); init(); glutKeyboardFunc(keyboard); glutSpecialFunc(special); glutReshapeFunc(reshape); glutIdleFunc(idle); glutDisplayFunc(display); glutMainLoop(); return(0); }