L'animation demandée est basée sur le déplacement du point de vue.
-> Le gluLookAt qui était placé dans la fonction reshape car non modifié à chaque
image est déplacé dans la fonction display.
Plutôt que de faire tourner le point de vue, c'est la scène qui tourne devant la
caméra.
-> On utilise un glRotatef pour implanter une rotation de la scène juste avant de la
dessiner.
La scène est modifiée (battement des ailes) à chaque nouvel appel de fonction.
/* Auteur: Nicolas JANEY */
/* nicolas.janey@univ-fcomte.fr */
/* Septembre 2005 */
/* Gestion minimum d'une camera */
#include <GL/glut.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <math.h>
#include <stdio.h>
static int mode = 0;
static int image = 0;
void myinit(void) {
GLfloat shinines[] = { 50.0 };
GLfloat blanc[] = { 1.0,1.0,1.0,1.0 };
glClearColor(0.5F,0.5F,1.0F,1.0F) ;
glMaterialfv(GL_FRONT,GL_SPECULAR,blanc);
glMaterialfv(GL_FRONT,GL_SHININESS,shinines);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
}
void aileDroite(float a1,float a2) {
glPushMatrix();
glTranslatef(0.75F,0.0F,0.0F);
glRotatef(a1,0.0F,0.0F,1.0F);
glTranslatef(1.0F,0.0F,0.0F);
glPushMatrix();
glScalef(2.0F,0.1F,0.5F);
glutSolidSphere(1.0,18,18);
glPopMatrix();
glTranslatef(2.0F,0.0F,0.0F);
glRotatef(a2,0.0F,0.0F,1.0F);
glTranslatef(0.9F,0.0F,0.0F);
glPushMatrix();
glScalef(1.0F,0.1F,0.5F);
glutSolidSphere(1.0,18,18);
glPopMatrix();
glPopMatrix();
}
void aileGauche(float a1,float a2) {
glPushMatrix();
glTranslatef(-0.75F,0.0F,0.0F);
glRotatef(-a1,0.0F,0.0F,1.0F);
glTranslatef(-1.0F,0.0F,0.0F);
glPushMatrix();
glScalef(2.0F,0.1F,0.5F);
glutSolidSphere(1.0,18,18);
glPopMatrix();
glTranslatef(-2.0F,0.0F,0.0F);
glRotatef(-a2,0.0F,0.0F,1.0F);
glTranslatef(-0.9F,0.0F,0.0F);
glPushMatrix();
glScalef(1.0F,0.1F,0.5F);
glutSolidSphere(1.0,18,18);
glPopMatrix();
glPopMatrix();
}
void mouette() {
static int image = 0;
float a1 =(float) 25.0*cos(image/180.0F);
float a2 =(float) -40.0*cos((image+90)/180.0F);
GLfloat l_pos[] = { 1.0,1.0,1.0,0.0 };
glLightfv(GL_LIGHT0,GL_POSITION,l_pos);
glPushMatrix();
glTranslatef(0.0F,-a1/100.0F,0.0F);
glPushMatrix();
glScalef(0.75F,0.5F,1.5F);
glutSolidSphere(1.0,18,18);
glPopMatrix();
aileDroite(a1,a2);
aileGauche(a1,a2);
glPopMatrix();
image++;
}
void reshape(int w,int h) {
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
float dist = sqrt(100.0*100.0+50.0*50.0+100.0*100.0);
gluPerspective(2.0F,(float) w/h,dist-6.0F,dist+6.0F);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(100.0F, 50.0F,100.0F,
0.0F, 0.0F, 0.0F,
0.0F, 1.0F, 0.0F);
printf("Reshape\n");
}
void idle(void) {
image++;
glutPostRedisplay();
}
void display(void) {
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPolygonMode(GL_FRONT_AND_BACK,(mode) ? GL_LINE : GL_FILL);
glPushMatrix();
glRotatef((float) image/20,0.0F,1.0F,0.0F);
glPushMatrix();
mouette();
glPopMatrix();
glPopMatrix();
glFlush();
glutSwapBuffers();
int error = glGetError();
if ( error != GL_NO_ERROR )
printf("Attention, erreur OpenGL %d\n",error);
printf("Display\n");
}
void key(unsigned char key,int x,int y) {
switch ( key ) {
case 0x0D : glutPostRedisplay();
break;
case ' ' : mode = !mode;
glutPostRedisplay();
break; }
}
int main(int argc,char **argv) {
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE);
glutInitWindowSize(400,200);
glutInitWindowPosition(50,50);
glutCreateWindow("Gestion caméra");
myinit();
glutIdleFunc(idle);
glutReshapeFunc(reshape);
glutKeyboardFunc(key);
glutDisplayFunc(display);
glutMainLoop();
return(0);
}