L'exécutable
- Rotation de la scène au moyen de up, down, left et
right
- Passage d'une lumière à l'autre par la touche
Enter
Le source :
TD-Lumieres.cpp
#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
#include <GL/glaux.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
static float anglex = 0.0F ;
static float angley = 0.0F ;
static int scene = 0 ;
static float noir[] = { 0.0F,0.0F,0.0F,1.0F };
static float rouge[] = { 1.0F,0.0F,0.0F,1.0F };
static float vert[] = { 0.0F,1.0F,0.0F,1.0F };
static float bleu[] = { 0.0F,0.0F,1.0F,1.0F };
static float jaune[] = { 1.0F,1.0F,0.0F,1.0F };
static float magenta[] = { 1.0F,0.0F,1.0F,1.0F };
static float cyan[] = { 0.0F,1.0F,1.0F,1.0F };
static float blanc[] = { 1.0F,1.0F,1.0F,1.0F };
void CALLBACK display(void) {
glClearColor(0.0F,0.0F,0.0F,0.0F);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
switch ( scene ) {
case 0 : glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glEnable(GL_LIGHT2);
break;
case 1 : glEnable(GL_LIGHT0);
glDisable(GL_LIGHT1);
glDisable(GL_LIGHT2);
break;
case 2 : glDisable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glDisable(GL_LIGHT2);
break;
case 3 : glDisable(GL_LIGHT0);
glDisable(GL_LIGHT1);
glEnable(GL_LIGHT2);
break; }
glPushMatrix();
glRotatef(angley,0.0F,1.0F,0.0F) ;
glRotatef(anglex,1.0F,0.0F,0.0F) ;
glPushMatrix();
glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION,noir) ;
glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,cyan) ;
glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,rouge) ;
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,noir) ;
glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,100) ;
glTranslatef(-2.0F,0.0F,0.0F) ;
glutSolidSphere(1.0,50,50) ;
glPopMatrix();
glPushMatrix();
glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION,noir) ;
glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,magenta) ;
glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,noir) ;
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,noir) ;
glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,0) ;
glTranslatef(2.0F,0.0F,0.0F) ;
glRotatef(-90.0f,1.0f,0.0f,0.0f);
glTranslatef(0.0f,0.0f,-1.0f);
glutSolidCone(1.0,2.0,50,50) ;
glPopMatrix();
glPopMatrix();
glFlush();
auxSwapBuffers();
}
void myinit (void) {
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
float dir0[] = { -1.0f,0.0f,1.0f,0.0f } ;
glLightfv(GL_LIGHT0,GL_DIFFUSE,cyan) ;
glLightfv(GL_LIGHT0,GL_SPECULAR,cyan) ;
glLightfv(GL_LIGHT0,GL_AMBIENT,noir) ;
glLightfv(GL_LIGHT0,GL_POSITION,dir0) ;
float pos1[] = { 4.0f,0.0f,0.0f,1.0f } ;
glLightfv(GL_LIGHT1,GL_DIFFUSE,jaune) ;
glLightfv(GL_LIGHT1,GL_SPECULAR,jaune) ;
glLightfv(GL_LIGHT1,GL_AMBIENT,noir) ;
glLightfv(GL_LIGHT1,GL_POSITION,pos1) ;
float pos2[] = { -2.0f,0.0f,5.0f,1.0f } ;
float dir2[] = { 0.0f,0.0f,-1.0f,0.0f } ;
glLightfv(GL_LIGHT2,GL_DIFFUSE,bleu) ;
glLightfv(GL_LIGHT2,GL_SPECULAR,bleu) ;
glLightfv(GL_LIGHT2,GL_AMBIENT,noir) ;
glLightfv(GL_LIGHT2,GL_POSITION,pos2) ;
glLightfv(GL_LIGHT2,GL_SPOT_DIRECTION,dir2) ;
glLightf(GL_LIGHT2,GL_SPOT_CUTOFF,0.15*180.0/3.14159) ;
}
void CALLBACK myReshape(int w, int h) {
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-3.0,3.0,-3.0/w*h,3.0/w*h,-3.0,3.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void CALLBACK up(void) {
anglex++ ;
}
void CALLBACK down(void) {
anglex-- ;
}
void CALLBACK left(void) {
angley++ ;
}
void CALLBACK right(void) {
angley-- ;
}
void CALLBACK enter(void) {
scene = (scene+1)%4 ;
}
void main(void) {
auxInitDisplayMode(AUX_DOUBLE|AUX_RGBA|AUX_DEPTH);
auxInitPosition (0,0,300,150);
auxInitWindow("Lumieres et materiaux") ;
myinit();
auxKeyFunc(AUX_UP,up) ;
auxKeyFunc(AUX_DOWN,down) ;
auxKeyFunc(AUX_LEFT,left) ;
auxKeyFunc(AUX_RIGHT,right) ;
auxKeyFunc(AUX_RETURN,enter) ;
auxReshapeFunc(myReshape);
auxMainLoop(display);
}
RETOUR