Le source : TP-Animation-Clavier-Camera-Bis.cpp
/* Auteur: Nicolas JANEY */
/* nicolas.janey@univ-fcomte.fr */
/* Septembre 2004 */
/* Animation, gestion du clavier */
/* et camera */
#include <stdlib.h>
#include <GL/glut.h>
#include <GL/gl.h>
#include <GL/glu.h>
static int l = 1;
static int anim = 1;
static float az = 0.0F;
static int tx;
static int ty;
static int mode =0;
static int obj = 1;
void idle(void) {
az += 1.0F;
glutPostRedisplay();
}
void key(unsigned char key,int x,int y) {
switch ( key ) {
case ' ' : anim = !anim;
glutIdleFunc((anim) ? idle : NULL);
break;
case 0x0D : mode = (mode+1)%4;
glutPostRedisplay();
break;
case 'l' :
case 'L' : l = !l ;
glutPostRedisplay();
break;
case 0x1B : exit(0); }
}
void special(int key,int x,int y) {
switch ( key ) {
case GLUT_KEY_F2 : obj = !obj;
glutPostRedisplay();
break; }
}
void reshape(int dx,int dy) {
tx = dx;
ty = dy;
glViewport(0,0,tx,ty);
}
void display(void) {
glClearColor(0.8F,0.8F,0.8F,1.0F) ;
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) ;
if ( l )
glEnable(GL_LIGHTING);
else
glDisable(GL_LIGHTING);
switch (mode) {
case 0 : glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho((double) -3*tx/ty,(double) 3*tx/ty,
-3.0,3.0,
-3.0,3.0) ;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
break;
case 1 : glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(3.5F,(double) tx/ty,
97.0,103.0) ;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0,0.0,100.0,
0.0,0.0,0.0,
0.0,1.0,0.0);
break;
case 2 : glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(72.0F,(double) tx/ty,
2.0,8.0) ;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0,0.0,5.0,
0.0,0.0,0.0,
0.0,1.0,0.0);
break;
case 3 : glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(42.0F,(double) tx/ty,
2.0,12.0) ;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(5.0,5.0,5.0,
0.0,0.0,0.0,
0.0,1.0,0.0);
break; }
glPushMatrix();
glRotatef(az,0.0F,0.0F,1.0F);
glPushMatrix();
glTranslatef(1.5F,0.0F,0.0F);
if ( obj )
glutSolidSphere(1.0,36,36);
else
glutWireSphere(1.0,18,12);
glPopMatrix();
glPushMatrix();
glTranslatef(-1.5F,0.0F,0.0F);
if ( obj )
glutSolidCube(2.0);
else
glutWireCube(2.0);
glPopMatrix();
glPopMatrix();
glFlush() ;
glutSwapBuffers();
}
void init(void) {
GLfloat l_pos[] = { 0.0F,0.0F,1.0F,0.0F };
GLfloat c[4] = { 0.5F,0.2F,0.6F,1.0F };
glMaterialfv(GL_FRONT,GL_DIFFUSE,c);
glLightfv(GL_LIGHT0,GL_POSITION,l_pos);
glEnable(GL_LIGHT0);
glColor4fv(c) ;
glEnable(GL_DEPTH_TEST);
glEnable(GL_NORMALIZE);
}
int main(int argc,char **argv) {
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_RGBA|GLUT_DOUBLE);
glutInitWindowSize(240,240);
glutInitWindowPosition(50,50);
glutCreateWindow("Animation, clavier et caméra");
init();
glutReshapeFunc(reshape);
glutKeyboardFunc(key);
glutSpecialFunc(special);
glutDisplayFunc(display);
glutIdleFunc(idle);
glutMainLoop();
return(0);
}