/* Un tetraedre */
/* */
/* Auteur: Nicolas JANEY */
/* nicolas.janey@univ-fcomte.fr */
/* Septembre 2010 */
#include <stdlib.h>
#include <stdio.h>
#include <GL/glut.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <math.h>
/* 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);
}