/* Cube et cylindre modelises par facettes */ /* */ /* Auteur: Nicolas JANEY */ /* nicolas.janey@univ-fcomte.fr */ /* Septembre 2012 */ #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 = 12; /* Fonction d'initialisation des parametres */ /* OpenGL ne changeant pas au cours de la vie */ /* du programme */ static 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); } ////////////////////////////////////////////////// /* Scenes dessinees */ static void mySolidCubeSansNormales(double ct) { float c =(float) ct/2.0F; 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(); } static void mySolidCubeAvecNormales(double ct) { float c =(float) ct/2.0F; GLboolean nm = glIsEnabled(GL_NORMALIZE); if ( !nm ) glEnable(GL_NORMALIZE); float normale[4]; glGetFloatv(GL_CURRENT_NORMAL,normale); glPushMatrix(); 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(); glNormal3f(normale[0],normale[1],normale[2]); if ( !nm ) glDisable(GL_NORMALIZE); } static void mySolidCylindre(double hauteur,double rayon,int ns) { GLboolean nm = glIsEnabled(GL_NORMALIZE); if ( !nm ) glEnable(GL_NORMALIZE); float normale[4]; glGetFloatv(GL_CURRENT_NORMAL,normale); glPushMatrix(); hauteur /= 2.0F; glBegin(GL_QUAD_STRIP); for( int i = 0 ; i <= ns ; i++ ){ float a = (2*M_PI*i)/ns; float cs = cos(a); float sn = -sin(a); glNormal3f(cs,0.0F,sn); float x = rayon*cs; float z = rayon*sn; glVertex3f(x,hauteur,z); glVertex3f(x,-hauteur,z); } glEnd(); glPopMatrix(); glNormal3f(normale[0],normale[1],normale[2]); if ( !nm ) glDisable(GL_NORMALIZE); } static void mySolidCylindre(double hauteur,double rayon,int ns,int nl) { GLboolean nm = glIsEnabled(GL_NORMALIZE); if ( !nm ) glEnable(GL_NORMALIZE); float normale[4]; glGetFloatv(GL_CURRENT_NORMAL,normale); glPushMatrix(); for ( int j = 0 ; j < nl ; j++ ) { float hi = hauteur/2-j*hauteur/nl; float hf = hi-hauteur/nl; glBegin(GL_QUAD_STRIP); for( int i = 0 ; i <= ns ; i++ ) { float a = (2*M_PI*i)/ns; float cs = cos(a); float sn = -sin(a); glNormal3f(cs,0.0F,sn); float x = rayon*cs; float z = rayon*sn; glVertex3f(x,hi,z); glVertex3f(x,hf,z); } glEnd(); } glPopMatrix(); glNormal3f(normale[0],normale[1],normale[2]); if ( !nm ) glDisable(GL_NORMALIZE); } static void mySolidCylindre(double hauteur,double rayon,int ns,int nl,int bases) { GLboolean nm = glIsEnabled(GL_NORMALIZE); if ( !nm ) glEnable(GL_NORMALIZE); float normale[4]; glGetFloatv(GL_CURRENT_NORMAL,normale); glPushMatrix(); for ( int j = 0 ; j < nl ; j++ ) { float hi = hauteur/2-j*hauteur/nl; float hf = hi-hauteur/nl; glBegin(GL_QUAD_STRIP); for( int i = 0 ; i <= ns ; i++ ) { float a = (2*M_PI*i)/ns; float cs = cos(a); float sn = -sin(a); glNormal3f(cs,0.0F,sn); float x = rayon*cs; float z = rayon*sn; glVertex3f(x,hi,z); glVertex3f(x,hf,z); } glEnd(); } if ( bases ) { glBegin(GL_POLYGON); glNormal3f(0.0F,1.0F,0.0F); for( int i = 0 ; i < ns ; i++ ) { float a = (2*M_PI*i)/ns; float cs = cos(a); float sn = -sin(a); float x = rayon*cs; float z = rayon*sn; glVertex3f(x,hauteur/2.0F,z); } glEnd(); glBegin(GL_POLYGON); glNormal3f(0.0F,-1.0F,0.0F); for( int i = 0 ; i < ns ; i++ ) { float a = (2*M_PI*i)/ns; float cs = cos(a); float sn = sin(a); float x = rayon*cs; float z = rayon*sn; glVertex3f(x,-hauteur/2.0F,z); } glEnd(); } glPopMatrix(); glNormal3f(normale[0],normale[1],normale[2]); if ( !nm ) glDisable(GL_NORMALIZE); } ////////////////////////////////////////////////// static void scene() { glPushMatrix(); switch ( obj ) { case 0 : mySolidCubeAvecNormales(1.0F); break; case 1 : mySolidCubeSansNormales(1.0F); break; case 2 : mySolidCylindre(1.0F,0.5F,n); break; case 3 : mySolidCylindre(1.0F,0.5F,n,m); break; case 4 : mySolidCylindre(1.0F,0.5F,n,m,1); break; } glPopMatrix(); } /* Fonction executee lors d'un rafraichissement */ /* de la fenetre de dessin */ static void display(void) { glClearColor(0.75F,0.75F,0.75F,1.0F); 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, 0.7, 0.5, 1.0 }; const GLfloat light1_pos[] = { -0.5, 0.0, 0.5, 1.0 }; const GLfloat light2_pos[] = { 0.5,-0.7,-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: %d\n",error); } /* Fonction executee lorsqu'aucun evenement */ /* n'est en file d'attente */ static 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 */ static 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 */ static 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); } else { glLightfv(GL_LIGHT0,GL_DIFFUSE,rouge); glLightfv(GL_LIGHT1,GL_DIFFUSE,jaune); glLightfv(GL_LIGHT2,GL_DIFFUSE,bleu); } } 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)%5; 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 */ static 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); }