Le source : CylindresParFacettes.cpp
/* Auteur: Nicolas JANEY */
/* nicolas.janey@univ-fcomte.fr */
/* Septembre 2005 */
/* Fonctions de dessin de cylindre */
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/glut.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "ModuleCouleurs.h"
#include "ModuleManipulateur.h"
#include "ModuleMenus.h"
#include "ModuleReshape.h"
#include "ModuleAxes.h"
#ifndef M_PI
#define M_PI 3.14159
#endif
static float anglex = 0.0F;
static float angley = 0.0F;
static float anglez = 0.0F;
static int np = 40;
void solidCylinderSansNormales1(float r,float h,int n){
int i;
glPushMatrix();
glBegin(GL_QUADS);
for( i = 0 ; i < n ; i++ ){
float ai=(2*M_PI*i)/n;
float aj=(2*M_PI*(i+1))/n;
float si=sin(ai);
float sj=sin(aj);
float ci=cos(ai);
float cj=cos(aj);
float xi=r*ci;
float zi=r*si;
float xj=r*cj;
float zj=r*sj;
glVertex3f(xi,h/2,zi);
glVertex3f(xi,-h/2,zi);
glVertex3f(xj,-h/2,zj);
glVertex3f(xj,h/2,zj); }
glEnd();
glBegin(GL_POLYGON);
for( i = 0 ; i < n ; i++ ){
float ai=(2*M_PI*i)/n;
float si=sin(ai);
float ci=cos(ai);
glVertex3f(r*ci,-h/2,r*si); }
glEnd();
glBegin(GL_POLYGON);
for( i = 0 ; i < n ; i++ ){
float ai=(2*M_PI*i)/n;
float si=-sin(ai);
float ci=cos(ai);
glVertex3f(r*ci,h/2,r*si); }
glEnd();
glPopMatrix();
}
void solidCylinderAvecNormales1(float r,float h,int n){
int i;
glPushMatrix();
glBegin(GL_QUADS);
for( i = 0 ; i < n ; i++ ){
float ai=(2*M_PI*i)/n;
float aj=(2*M_PI*(i+1))/n;
float si=sin(ai);
float sj=sin(aj);
float ci=cos(ai);
float cj=cos(aj);
float xi=r*ci;
float zi=r*si;
float xj=r*cj;
float zj=r*sj;
glNormal3f(ci,0,si);
glVertex3f(xi,h/2,zi);
glVertex3f(xi,-h/2,zi);
glNormal3f(cj,0,sj);
glVertex3f(xj,-h/2,zj);
glVertex3f(xj,h/2,zj); }
glEnd();
glNormal3f(0.0F,-1.0F,0.0F);
glBegin(GL_POLYGON);
for( i = 0 ; i < n ; i++ ){
float ai=(2*M_PI*i)/n;
float si=sin(ai);
float ci=cos(ai);
glVertex3f(r*ci,-h/2,r*si); }
glEnd();
glNormal3f(0.0F,1.0F,0.0F);
glBegin(GL_POLYGON);
for( i = 0 ; i < n ; i++ ){
float ai=(2*M_PI*i)/n;
float si=-sin(ai);
float ci=cos(ai);
glVertex3f(r*ci,h/2,r*si); }
glEnd();
glPopMatrix();
}
void solidCylinderSansNormales2(float r,float h,int n){
int i;
glPushMatrix();
glBegin(GL_QUAD_STRIP);
for( i = 0 ; i <= n ; i++ ){
float a = (2*M_PI*i)/n;
float sn = sin(a);
float cs = cos(a);
float x = r*cs;
float z = -r*sn;
glVertex3f(x,h/2,z);
glVertex3f(x,-h/2,z); }
glEnd();
glBegin(GL_POLYGON);
for( i = 0 ; i < n ; i++ ){
float ai = (2*M_PI*i)/n;
float si = -sin(ai);
float ci = cos(ai);
glVertex3f(r*ci,h/2,r*si); }
glEnd();
glBegin(GL_POLYGON);
for( i = 0 ; i < n ; i++ ){
float ai = (2*M_PI*i)/n;
float si = sin(ai);
float ci = cos(ai);
glVertex3f(r*ci,-h/2,r*si); }
glEnd();
glPopMatrix();
}
void solidCylinderAvecNormales2(float r,float h,int n){
int i;
glPushMatrix();
glBegin(GL_QUAD_STRIP);
for( i = 0 ; i <= n ; i++ ){
float a = (2*M_PI*i)/n;
float sn = sin(a);
float cs = cos(a);
float x = r*cs;
float z = -r*sn;
glNormal3f(cs,0.0F,-sn);
glVertex3f(x,h/2,z);
glVertex3f(x,-h/2,z); }
glEnd();
glNormal3f(0.0F,-1.0F,0.0F);
glBegin(GL_POLYGON);
for( i = 0 ; i <= n ; i++ ){
float ai=(2*M_PI*i)/n;
float si=sin(ai);
float ci=cos(ai);
glVertex3f(r*ci,-h/2,r*si); }
glEnd();
glNormal3f(0.0F,1.0F,0.0F);
glBegin(GL_POLYGON);
for( i = 0 ; i <= n ; i++ ){
float ai=(2*M_PI*i)/n;
float si=-sin(ai);
float ci=cos(ai);
glVertex3f(r*ci,h/2,r*si); }
glEnd();
glPopMatrix();
}
void solidCylinderSansNormales3(float r,float h,int n){
float *cs =(float *) calloc(n,sizeof(float));
float *sn =(float *) calloc(n,sizeof(float));
int i;
for( i = 0 ; i < n ; i++ ){
float a = (2*M_PI*i)/n;
sn[i] = sin(a);
cs[i] = cos(a); }
glPushMatrix();
glBegin(GL_QUAD_STRIP);
for( i = 0 ; i <= n ; i++ ){
float x = r*cs[i%n];
float z = -r*sn[i%n];
glVertex3f(x,h/2,z);
glVertex3f(x,-h/2,z); }
glEnd();
glBegin(GL_POLYGON);
for( i = 0 ; i < n ; i++ ){
float si = -sn[i];
float ci = cs[i];
glVertex3f(r*ci,h/2,r*si); }
glEnd();
glBegin(GL_POLYGON);
for( i = 0 ; i < n ; i++ ){
float si = sn[i];
float ci = cs[i];
glVertex3f(r*ci,-h/2,r*si); }
glEnd();
free(cs);
free(sn);
glPopMatrix();
}
void solidCylinderAvecNormales3(float r,float h,int n){
float *cs =(float *) calloc(n,sizeof(float));
float *sn =(float *) calloc(n,sizeof(float));
int i;
for( i = 0 ; i < n ; i++ ){
float a = (2*M_PI*i)/n;
sn[i] = sin(a);
cs[i] = cos(a); }
glPushMatrix();
glBegin(GL_QUAD_STRIP);
for( i = 0 ; i <= n ; i++ ){
float x = r*cs[i%n];
float z = -r*sn[i%n];
glNormal3f(cs[i%n],0.0F,-sn[i%n]);
glVertex3f(x,h/2,z);
glVertex3f(x,-h/2,z); }
glEnd();
glBegin(GL_POLYGON);
glNormal3f(0.0F,1.0F,0.0F);
for( i = 0 ; i < n ; i++ ){
float si = -sn[i];
float ci = cs[i];
glVertex3f(r*ci,h/2,r*si); }
glEnd();
glBegin(GL_POLYGON);
glNormal3f(0.0F,-1.0F,0.0F);
for( i = 0 ; i < n ; i++ ){
float si = sn[i];
float ci = cs[i];
glVertex3f(r*ci,-h/2,r*si); }
glEnd();
free(cs);
free(sn);
glPopMatrix();
}
void display(void) {
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
manipulateurSouris();
manipulateurClavier();
axes();
glPushMatrix();
glTranslatef(1.7F,1.7F,0.0F) ;
glRotatef(anglex,1.0F,0.0F,0.0F);
glRotatef(angley,0.0F,1.0F,0.0F);
glRotatef(anglez,0.0F,0.0F,1.0F);
solidCylinderAvecNormales1(0.9F,1.8F,np) ;
glPopMatrix();
glPushMatrix();
glTranslatef(-1.7F,-1.7F,0.0F) ;
glRotatef(angley,0.0F,1.0F,0.0F);
glRotatef(anglez,0.0F,0.0F,1.0F);
glRotatef(anglex,1.0F,0.0F,0.0F);
solidCylinderAvecNormales3(0.9F,1.8F,np) ;
glPopMatrix();
glPushMatrix();
glTranslatef(1.7F,-1.7F,0.0F) ;
glNormal3f(0.0F,0.0F,1.0F);
glRotatef(anglez,0.0F,0.0F,1.0F);
glRotatef(anglex,1.0F,0.0F,0.0F);
glRotatef(angley,0.0F,1.0F,0.0F);
solidCylinderSansNormales3(0.9F,1.8F,np) ;
glPopMatrix();
glPushMatrix();
glTranslatef(-1.7F,1.7F,0.0F) ;
glNormal3f(0.0F,0.0F,1.0F);
glRotatef(angley,0.0F,1.0F,0.0F);
glRotatef(anglex,1.0F,0.0F,0.0F);
glRotatef(anglez,0.0F,0.0F,1.0F);
solidCylinderSansNormales1(0.9F,1.8F,np) ;
glPopMatrix();
glPopMatrix();
glFlush();
glutSwapBuffers();
}
void myinit (void) {
glClearColor(0.75F,0.75F,0.75F,0.0F);
glShadeModel(GL_SMOOTH);
glEnable(GL_NORMALIZE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glEnable(GL_LIGHT2);
float dir0[4] = { 1.0F,1.0F,1.0F,0.0F };
glLightfv(GL_LIGHT0,GL_POSITION,dir0) ;
glLightfv(GL_LIGHT0,GL_DIFFUSE,couleurBlanc()) ;
float dir1[4] = { -1.0F,1.0F,1.0F,0.0F };
glLightfv(GL_LIGHT1,GL_POSITION,dir1) ;
glLightfv(GL_LIGHT1,GL_DIFFUSE,couleurBlanc()) ;
float dir2[4] = { 0.0F,-1.0F,1.0F,0.0F };
glLightfv(GL_LIGHT2,GL_POSITION,dir2) ;
glLightfv(GL_LIGHT2,GL_DIFFUSE,couleurBlanc()) ;
}
void idle(void) {
anglex += 0.10F;
angley += 0.11F;
anglez += 0.12F;
glutPostRedisplay();
}
void key(unsigned char key,int x,int y) {
static int aff = 1;
static int anim = 1;
if ( keyManipulateur(key,x,y) )
glutPostRedisplay();
else
switch ( key ) {
case 'a' : anim = !anim;
glutIdleFunc((anim) ? idle : NULL);
break;
case ' ' : switchAffichagePlan();
glutPostRedisplay();
break;
case 43 : np++ ;
glutPostRedisplay();
break ;
case 45 : np-- ;
if ( np < 3 )
np = 3 ;
glutPostRedisplay();
break ;
case 0x0D : aff = !aff;
glPolygonMode(GL_FRONT_AND_BACK,
(aff) ? GL_FILL : GL_LINE);
glutPostRedisplay(); }
}
int main(int argc,char **argv) {
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE);
glutInitWindowSize(250,250);
glutInitWindowPosition(50,50);
glutCreateWindow("Cylindres par facettes");
myinit();
creationMenuBasique();
setParametresOrthoBasique(-3.5F,3.5F,-3.5F,3.5F,-5.0,5.0);
setManipulateurDistance(1.0F);
glutReshapeFunc(reshapeOrthoBasique);
glutKeyboardFunc(key);
glutSpecialFunc(specialBasique);
glutMotionFunc(motionBasique);
glutMouseFunc(sourisBasique);
glutIdleFunc(idle);
glutDisplayFunc(display);
glutMainLoop();
return(0);
}