Le source : TD-MaterielLumieres.cpp
/* Auteur: Nicolas JANEY */
/* nicolas.janey@univ-fcomte.fr */
/* Mars 2002 */
/* Materiel et lumieres sur des spheres */
#include <GL/glut.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "ModuleMenus.h"
#include "ModuleReshape.h"
#include "ModuleManipulateur.h"
#include "ModuleCouleurs.h"
static int mode = 0;
static int disc = 36;
void myinit(void) {
glClearColor(0.0F,0.0F,0.0F,1.0F) ;
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
}
void display(void) {
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
manipulateurSouris();
manipulateurClavier();
switch ( mode ) {
case 0 :
case 1 : { GLfloat l_pos[] = { 0.0F,0.0F,1.0F,0.0F };
glLightfv(GL_LIGHT0,GL_POSITION,l_pos);
glLightfv(GL_LIGHT0,GL_DIFFUSE,couleurBlanc());
glLightfv(GL_LIGHT0,GL_SPECULAR,couleurBlanc());
glLightfv(GL_LIGHT0,GL_AMBIENT,couleurNoir()); }
break;
case 2 :
case 3 :
case 4 : { GLfloat l_pos[] = { 1.0F,0.0F,0.0F,0.0F };
glLightfv(GL_LIGHT0,GL_POSITION,l_pos);
glLightfv(GL_LIGHT0,GL_DIFFUSE,couleurBlanc());
glLightfv(GL_LIGHT0,GL_SPECULAR,couleurBlanc());
glLightfv(GL_LIGHT0,GL_AMBIENT,couleurNoir()); }
{ GLfloat l_pos[] = { 0.0F,0.0F,0.0F,1.0F };
glLightfv(GL_LIGHT1,GL_POSITION,l_pos);
glLightfv(GL_LIGHT1,GL_DIFFUSE,couleurBlanc());
glLightfv(GL_LIGHT1,GL_SPECULAR,couleurBlanc());
glLightfv(GL_LIGHT1,GL_AMBIENT,couleurNoir()); }
{ GLfloat l_pos[] = { 0.0F,0.0F,10.0F,1.0F };
GLfloat l_dir[] = { 0.0F,0.0F,-1.0F,0.0F };
glLightfv(GL_LIGHT2,GL_POSITION,l_pos);
glLightfv(GL_LIGHT2,GL_DIFFUSE,couleurBlanc());
glLightfv(GL_LIGHT2,GL_SPECULAR,couleurBlanc());
glLightfv(GL_LIGHT2,GL_AMBIENT,couleurNoir());
glLightfv(GL_LIGHT2,GL_SPOT_DIRECTION,l_dir);
glLightf(GL_LIGHT2,GL_SPOT_CUTOFF,25); }
break; }
switch ( mode ) {
case 5 :
case 0 :
case 1 :
case 2 : glDisable(GL_LIGHT1);
glDisable(GL_LIGHT2);
break;
case 3 : glEnable(GL_LIGHT1);
glDisable(GL_LIGHT2);
break;
case 4 : glEnable(GL_LIGHT1);
glEnable(GL_LIGHT2);
break; }
switch (mode) {
case 0 : glMaterialfv(GL_FRONT,GL_DIFFUSE,couleurRouge());
glMaterialfv(GL_FRONT,GL_SPECULAR,couleurNoir());
glMaterialfv(GL_FRONT,GL_AMBIENT,couleurNoir());
glMaterialf(GL_FRONT,GL_SHININESS,50.0F);
glutSolidSphere(5.0,disc,disc);
break;
case 3 :
case 4 : glPushMatrix();
glTranslatef(10.0F,0.0F,0.0F);
glutSolidSphere(2.0,disc,disc);
glPopMatrix();
case 1 :
case 2 : glMaterialfv(GL_FRONT,GL_DIFFUSE,couleurRouge());
glMaterialfv(GL_FRONT,GL_SPECULAR,couleurVert());
glMaterialfv(GL_FRONT,GL_AMBIENT,couleurNoir());
glMaterialf(GL_FRONT,GL_SHININESS,50.0F);
glutSolidSphere(5.0,disc,disc);
break;
case 5 : GLfloat l_pos[] = { 0.0F,0.0F,0.0F,1.0F };
glTranslatef(3.0F,0.0F,0.0F);
glScalef(1.5F,1.5F,1.5F);
glLightfv(GL_LIGHT0,GL_POSITION,l_pos);
glLightfv(GL_LIGHT0,GL_AMBIENT,couleurNoir());
glMaterialfv(GL_FRONT,GL_DIFFUSE,couleurBlanc());
glMaterialfv(GL_FRONT,GL_SPECULAR,couleurBlanc());
glMaterialfv(GL_FRONT,GL_AMBIENT,couleurNoir());
glMaterialf(GL_FRONT,GL_SHININESS,50.0F);
glLightfv(GL_LIGHT0,GL_DIFFUSE,couleurBleu());
glLightfv(GL_LIGHT0,GL_SPECULAR,couleurBleu());
glPushMatrix();
glTranslatef(5.0F,0.0F,0.0F);
glutSolidSphere(2.0,disc,disc);
glPopMatrix();
glLightfv(GL_LIGHT0,GL_DIFFUSE,couleurVert());
glLightfv(GL_LIGHT0,GL_SPECULAR,couleurVert());
glPushMatrix();
glTranslatef(-5.0F,0.0F,0.0F);
glutSolidSphere(2.0,disc,disc);
glPopMatrix();
break; }
glPopMatrix();
glFlush();
glutSwapBuffers();
}
void key(unsigned char key,int x,int y) {
if ( keyManipulateur(key,x,y) )
glutPostRedisplay();
else
switch ( key ) {
case 43 : disc++ ;
glutPostRedisplay() ;
break ;
case 45 : disc-- ;
if ( disc < 3 )
disc = 3;
glutPostRedisplay() ;
break ;
case 0x0D : mode = (mode+1)%6 ;
glutPostRedisplay() ;
break ; }
}
int main(int argc,char **argv) {
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE);
glutInitWindowSize(240,160);
glutInitWindowPosition(50,50);
glutCreateWindow("Materiel et lumieres");
myinit();
creationMenuBasique();
setParametresOrthoBasique(-5.0,9.0,-7.0,7.0,-50.0,50.0);
setManipulateurDistance(1.0F);
glutReshapeFunc(reshapeOrthoBasique);
glutKeyboardFunc(key);
glutSpecialFunc(specialBasique);
glutMotionFunc(motionBasique);
glutMouseFunc(sourisBasique);
glutDisplayFunc(display);
glutMainLoop();
return(0);
}