


Le source : TD-Minilangage-Robot.cpp
#include "windows.h"
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>
#include <stdio.h>
#include <math.h>
#include "ModuleFont.h"
static GLfloat view_rotx=16.0F ;
static GLfloat view_roty=20.0F ;
static GLfloat view_rotz=0.0F ;
static int type = 0 ;
static int maille = 0 ;
static float r1 = -100.0 ;
static float r2 = 40.0 ;
static float r3 = 75.0 ;
static float ouv = 0.0 ;
void myinit(void) {
GLfloat light_ambient[] = { 0.0F,0.0F,0.0F,1.0F };
GLfloat light_diffuse[] = { 1.0F,1.0F,1.0F,1.0F };
GLfloat light_specular[] = { 0.0F,0.0F,0.0F,1.0F };
GLfloat light_position0[] = { 0.0F,0.0F,1.0F,0.0F };
GLfloat light_position1[] = { 0.0F,0.0F,1.0F,0.0F };
glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);
glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse);
glLightfv(GL_LIGHT1,GL_DIFFUSE,light_diffuse);
glLightfv(GL_LIGHT0,GL_SPECULAR,light_specular);
glLightfv(GL_LIGHT0,GL_POSITION,light_position0);
glLightfv(GL_LIGHT1,GL_POSITION,light_position1);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glEnable(GL_AUTO_NORMAL);
glDepthFunc(GL_LESS);
glClearAccum(0.0,0.0,0.0,0.0);
makeRasterFont();
}
void axes() {
glPushMatrix() ;
float rouge[] = { 1.0F,1.0F,0.0F,1.0F };
glColor4fv(rouge) ;
glBegin(GL_LINES) ;
glVertex3f(0.0F,0.0F,0.0F) ;
glVertex3f(1.0F,0.0F,0.0F) ;
glEnd() ;
glRasterPos3f(1.05F,0.05F,0.05F);
printString("x");
float vert[] = { 0.0F,1.0F,1.0F,1.0F };
glColor4fv(vert) ;
glBegin(GL_LINES) ;
glVertex3f(0.0F,0.0F,0.0F) ;
glVertex3f(0.0F,1.0F,0.0F) ;
glEnd() ;
glRasterPos3f(0.05F,1.05F,0.05F);
printString("y");
float bleu[] = { 1.0F,0.0F,1.0F,1.0F };
glColor4fv(bleu) ;
glBegin(GL_LINES) ;
glVertex3f(0.0F,0.0F,0.0F) ;
glVertex3f(0.0F,0.0F,1.0F) ;
glEnd() ;
glRasterPos3f(0.05F,0.05F,1.05F);
printString("z");
if ( maille ) {
float gris[] = { 0.5F,0.5F,0.5F,1.0F };
glColor4fv(gris) ;
for ( int i = -100 ; i < 100 ; i++ ) {
glBegin(GL_LINES) ;
glVertex3f((float) i,0.0F,200.0F) ;
glVertex3f((float) i,0.0F,-200.0F) ;
glEnd() ;
glBegin(GL_LINES) ;
glVertex3f(200.0F,0.0F,(float) i) ;
glVertex3f(-200.0F,0.0F,(float) i) ;
glEnd() ; } }
glPopMatrix() ;
}
void displayCotes(void) {
float jaune[] = { 1.0F,1.0F,0.0F,0.5F };
float blanc[] = { 1.0F,1.0F,1.0F,0.5F };
float rouge[] = { 1.0F,0.0F,0.0F,0.5F };
float vert[] = { 0.0F,1.0F,0.0F,0.5F };
float bleu[] = { 0.0F,0.0F,1.0F,0.5F };
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(view_rotx,1.0,0.0,0.0);
glRotatef(view_roty,0.0,1.0,0.0);
glRotatef(view_rotz,0.0,0.0,1.0);
glPushMatrix();
glPushMatrix();
glRotatef(r1,0.0F,1.0F,0.0F) ;
glTranslatef(1.5F,0.0F,0.0F) ;
glColor3fv(rouge) ;
auxWireBox(3.0,1.0,1.0) ;
glTranslatef(1.5F,0.0F,0.0F) ;
glRotatef(r2,0.0F,1.0F,0.0F) ;
glTranslatef(1.5F,0.0F,0.0F) ;
glColor3fv(vert) ;
auxWireBox(3.0,0.8,0.8) ;
glTranslatef(1.8F,0.0F,0.0F) ;
glRotatef(r3,1.0F,0.0F,0.0F) ;
glColor3fv(bleu) ;
auxWireBox(0.6,1.2,1.8) ;
glTranslatef(0.8F,0.0F,0.0F) ;
glPushMatrix();
glTranslatef(0.0F,0.0F,ouv+0.2F) ;
glColor3fv(jaune) ;
auxWireBox(1.0,1.2,0.4) ;
glPopMatrix();
glPushMatrix();
glTranslatef(0.0F,0.0F,-ouv-0.2F) ;
glColor3fv(jaune) ;
auxWireBox(1.0,1.2,0.4) ;
glPopMatrix();
glPopMatrix();
axes() ;
glPopMatrix();
glDisable(GL_DEPTH_TEST);
glPopMatrix();
glAccum(GL_ACCUM,0.6F);
}
void displayCubes(void) {
float jaune[] = { 1.0F,1.0F,0.0F,0.5F };
float blanc[] = { 1.0F,1.0F,1.0F,0.5F };
float rouge[] = { 1.0F,0.0F,0.0F,0.5F };
float vert[] = { 0.0F,1.0F,0.0F,0.5F };
float bleu[] = { 0.0F,0.0F,1.0F,0.5F };
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(view_rotx,1.0,0.0,0.0);
glRotatef(view_roty,0.0,1.0,0.0);
glRotatef(view_rotz,0.0,0.0,1.0);
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
glPushMatrix();
glRotatef(r1,0.0F,1.0F,0.0F) ;
glTranslatef(1.5F,0.0F,0.0F) ;
glMaterialfv(GL_FRONT,GL_DIFFUSE,rouge) ;
auxSolidBox(3.0,1.0,1.0) ;
glTranslatef(1.5F,0.0F,0.0F) ;
glRotatef(r2,0.0F,1.0F,0.0F) ;
glTranslatef(1.5F,0.0F,0.0F) ;
glMaterialfv(GL_FRONT,GL_DIFFUSE,vert) ;
auxSolidBox(3.0,0.8,0.8) ;
glTranslatef(1.8F,0.0F,0.0F) ;
glRotatef(r3,1.0F,0.0F,0.0F) ;
glMaterialfv(GL_FRONT,GL_DIFFUSE,bleu) ;
auxSolidBox(0.6,1.2,1.8) ;
glTranslatef(0.8F,0.0F,0.0F) ;
glPushMatrix();
glTranslatef(0.0F,0.0F,ouv+0.2F) ;
glMaterialfv(GL_FRONT,GL_DIFFUSE,jaune) ;
auxSolidBox(1.0,1.2,0.4) ;
glPopMatrix();
glPushMatrix();
glTranslatef(0.0F,0.0F,-ouv-0.2F) ;
glMaterialfv(GL_FRONT,GL_DIFFUSE,jaune) ;
auxSolidBox(1.0,1.2,0.4) ;
glPopMatrix();
glPopMatrix();
glDisable(GL_LIGHTING);
glPopMatrix();
glAccum(GL_ACCUM,0.4F);
}
void CALLBACK display(void) {
glClear(GL_ACCUM_BUFFER_BIT);
glPushMatrix() ;
displayCubes() ;
displayCotes() ;
glAccum(GL_RETURN,1.0);
glPopMatrix() ;
glFlush();
auxSwapBuffers() ;
}
void CALLBACK myReshape(int w,int h) {
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-5.0,5.0,-h*5.0/w,h*5.0/w,-100.0,100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void CALLBACK key1(void) {
r1 += 4 ;
}
void CALLBACK key4(void) {
r1 -= 4 ;
}
void CALLBACK key2(void) {
r2 += 4 ;
}
void CALLBACK key5(void) {
r2 -= 4 ;
}
void CALLBACK key3(void) {
r3 += 4 ;
}
void CALLBACK key6(void) {
r3 -= 4 ;
}
void CALLBACK key7(void) {
ouv += 0.02 ;
if ( ouv > 0.5 )
ouv = 0.5 ;
}
void CALLBACK key8(void) {
ouv -= 0.02 ;
if ( ouv < 0.0 )
ouv = 0.0 ;
}
void CALLBACK keyx(void) {
view_rotx += 4 ;
}
void CALLBACK keyX(void) {
view_rotx -= 4 ;
}
void CALLBACK keyy(void) {
view_roty += 4 ;
}
void CALLBACK keyY(void) {
view_roty -= 4 ;
}
void CALLBACK keyz(void) {
view_rotz += 4 ;
}
void CALLBACK keyZ(void) {
view_rotz -= 4 ;
}
void CALLBACK keyReturn(void) {
type = (type+1)%5 ;
}
void CALLBACK keySpace(void) {
maille = 1 - maille ;
}
void main(void) {
auxInitDisplayMode(AUX_DOUBLE|AUX_RGB|AUX_DEPTH|AUX_ACCUM);
auxInitPosition(0,0,380,270);
auxInitWindow("Mini-langage");
myinit();
auxKeyFunc(AUX_x,keyx) ;
auxKeyFunc(AUX_X,keyX) ;
auxKeyFunc(AUX_y,keyy) ;
auxKeyFunc(AUX_Y,keyY) ;
auxKeyFunc(AUX_z,keyz) ;
auxKeyFunc(AUX_Z,keyZ) ;
auxKeyFunc(AUX_1,key1) ;
auxKeyFunc(AUX_2,key2) ;
auxKeyFunc(AUX_3,key3) ;
auxKeyFunc(AUX_4,key4) ;
auxKeyFunc(AUX_5,key5) ;
auxKeyFunc(AUX_6,key6) ;
auxKeyFunc(AUX_7,key7) ;
auxKeyFunc(AUX_8,key8) ;
auxKeyFunc(AUX_RETURN,keyReturn) ;
auxKeyFunc(AUX_SPACE,keySpace) ;
auxReshapeFunc(myReshape);
auxMainLoop(display);
}
RETOUR