/* Un tetraedre */ /* */ /* 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 */ static float r0 = 0.0F; static float r1 = 0.0F; static float r2 = 0.0F; static float r3 = 0.0F; static float r4 = 0.0F; 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 }; /* 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_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_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); glEnable(GL_LIGHT2); glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); glEnable(GL_AUTO_NORMAL); } /* Scene dessinee */ void mySolidCylinder(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() { double l = 2.0*sqrt(3.0); float a =(float) -asin(1.0/sqrt(3.0))*180.0F/3.14159F; float dz =(float) -sqrt(0.5); glPushMatrix(); glTranslatef(0.0F,0.0F,dz); for ( int i = 0 ; i < 3 ; i++ ) { float angle = i*120.0F; glPushMatrix(); glRotatef(angle,0.0F,0.0F,1.0F); glTranslatef(2.0F,0.0F,0.0F); glutSolidSphere(0.5,20,20); glPushMatrix(); glRotatef(60.0,0.0F,0.0F,1.0F); glTranslatef(0.0F,(float) l/2.0F,0.0F); mySolidCylinder(l,0.1,20,20); glPopMatrix(); glPushMatrix(); glRotatef(a,0.0F,1.0F,0.0F); glTranslatef(0.0F,0.0F,(float) l/2.0F); glRotatef(90.0F,1.0F,0.0F,0.0F); mySolidCylinder(l,0.1,20,20); glPopMatrix(); glPopMatrix(); } glPushMatrix(); glTranslatef(2.0F,0.0F,0.0F); glRotatef(a,0.0F,1.0F,0.0F); glTranslatef(0.0F,0.0F,(float) l); glutSolidSphere(0.5,20,20); 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(r0,1.0F,0.0F,0.0F); glRotatef(r1,0.0F,1.0F,0.0F); glRotatef(r2,0.0F,0.0F,1.0F); glRotatef(r3,1.0F,1.0F,1.0F); scene(); glPopMatrix(); glFlush(); glutSwapBuffers(); } /* Fonction executee lorsqu'aucun evenement */ /* n'est en file d'attente */ void idle(void) { r1 += 0.6117F ; r2 += 0.4174F ; r3 += 0.5715F ; r4 += 0.6433F ; 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(18.0F,(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 0x0D : { static int anim = 1; anim = !anim; glutIdleFunc(( anim ) ? idle : NULL); } break; case 0x1B : exit(0); 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("Un tetraedre en rotation"); init(); glutKeyboardFunc(keyboard); glutReshapeFunc(reshape); glutIdleFunc(idle); glutDisplayFunc(display); glutMainLoop(); return(0); }