/* Affichage par visualisation au moyen */ /* d'une projection en perspective */ /* */ /* Auteur: Nicolas JANEY */ /* nicolas.janey@univ-fcomte.fr */ /* Septembre 2011 */ #include #include #include #include #include #include "Modules/ModuleAxes.h" /* Variables et constantes globales */ 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 int objet = 0; static int aff = 1; /* Fonction executee lors de la frappe */ /* d'une touche du clavier */ void keyboard(unsigned char key,int x,int y) { switch ( key ) { case 0x20 : aff = (aff+1)%2; glutPostRedisplay(); break; case 0x0D : objet = (objet+1)%2; glutPostRedisplay(); break; case 0x1B : exit(0); break; } } /* Fonction d'initialisation des parametres */ /* OpenGL ne changeant pas au cours de la vie */ /* du programme */ void init(void) { const GLfloat mat_shininess[] = { 50.0 }; glMaterialfv(GL_FRONT,GL_SPECULAR,blanc); glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); glLightfv(GL_LIGHT0,GL_DIFFUSE,gris); glLightfv(GL_LIGHT1,GL_DIFFUSE,gris); glLightfv(GL_LIGHT2,GL_DIFFUSE,gris); 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); glEnable(GL_CULL_FACE); } /* 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 motif(int objet) { glPushMatrix(); glTranslatef(2.0F,0.0F,0.0F); glutSolidSphere(0.5,36,36); glPushMatrix(); glRotatef(30.0,0.0F,0.0F,1.0F); glTranslatef(0.0F,1.0F,0.0F); switch (objet) { case 2 : mySolidCylinder(2.0,0.15,20,20); break; case 1 : glTranslatef(0.1F,0.0F,0.0F); mySolidCylinder(2.0,0.05,20,20); glTranslatef(-0.2F,0.0F,0.0F); mySolidCylinder(2.0,0.05,20,20); break; case 0 : mySolidCylinder(2.0,0.05,20,20); break; } glPopMatrix(); glTranslatef(0.6F,0.0F,0.0F); glPushMatrix(); glRotatef(90.0,0.0F,0.0F,1.0F); mySolidCylinder(1.2,0.05,20,20); glPopMatrix(); glTranslatef(0.6F,0.0F,0.0F); glutSolidSphere(0.25,36,36); glPopMatrix(); } void scene(void) { glPushMatrix(); dessinAxes(); for ( int i = 0 ; i < 6 ; i++ ) { float angle = i*60.0F; glPushMatrix(); glRotatef(angle,0.0F,0.0F,1.0F); motif((objet) ? i%2 : 2); glPopMatrix(); } glPopMatrix(); } /* Fonction executee lors d'un changement */ /* de la taille de la fenetre OpenGL */ /* -> Ajustement de la camera de visualisation */ void reshape(int x,int y) { float r = 3.3F; float d = 10.0F; glViewport(0,0,x,y); glMatrixMode(GL_PROJECTION); glLoadIdentity(); double ratio =(double) x/y; if ( ratio >= 1.0 ) gluPerspective(2.0*asin(r/d)*180.0/3.14159,ratio,d-r,d+r); else gluPerspective((2.0*asin(r/d)*180.0/3.14159)/ratio,ratio,d-r,d+r); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } /* 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); glPolygonMode(GL_FRONT_AND_BACK,(aff) ? GL_FILL : GL_LINE); glPushMatrix(); glTranslatef(0.0F,0.0F,-10.0F); scene(); glPopMatrix(); glFlush(); glutSwapBuffers(); int error = glGetError(); if ( error != GL_NO_ERROR ) printf("Erreur OpenGL: %d\n",error); } /* Fonction principale */ int main(int argc,char **argv) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE); glutInitWindowSize(450,350); glutInitWindowPosition(50,50); glutCreateWindow("Camera de visualisation en perspective"); init(); glutKeyboardFunc(keyboard); glutReshapeFunc(reshape); glutDisplayFunc(display); glutMainLoop(); return(0); }