Lumières colorées et lumières blanches sur cubes sans normales
Lumières colorées et lumières blanches sur cubes avec normales
Cylindres par facette
Cylindre par facette (peu de facettes)
Le source : EnsembleFacettesCubeCylindre.cpp
/* Cubes et cylindre modelises par facettes */
/* */
/* Auteur: Nicolas JANEY */
/* nicolas.janey@univ-fcomte.fr */
/* Septembre 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 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);
}