/* Auteur: Nicolas JANEY */
/* nicolas.janey@univ-fcomte.fr */
/* Avril 2001 */
/* Une animation sur les lumieres */
#include <stdlib.h>
#include <GL/glut.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "ModuleCouleurs.h"
#include "ModuleMenus.h"
#include "ModuleReshape.h"
#include "ModuleManipulateur.h"
static float anglex = 0 ;
static float angley = 0 ;
static float anglez = 0 ;
static int anim = 0 ;
static int scene = 0 ;
static int nf = 100 ;
void myinit(void) {
GLfloat shininess[] = { 50.0 };
glMaterialfv(GL_FRONT,GL_SPECULAR,couleurBlanc());
glMaterialfv(GL_FRONT,GL_DIFFUSE,couleurBlanc());
glMaterialfv(GL_FRONT,GL_AMBIENT,couleurNoir());
glMaterialfv(GL_FRONT,GL_SHININESS,shininess);
glLightfv(GL_LIGHT0,GL_DIFFUSE,couleurRouge());
glLightfv(GL_LIGHT1,GL_DIFFUSE,couleurBleu());
glLightfv(GL_LIGHT0,GL_SPECULAR,couleurVert());
glLightfv(GL_LIGHT1,GL_SPECULAR,couleurVert());
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glEnable(GL_LIGHTING);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
}
void display(void) {
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix() ;
manipulateurSouris();
manipulateurClavier();
glPushMatrix() ;
glRotatef(anglex,1.0F,0.0F,0.0F) ;
glRotatef(angley,0.0F,1.0F,0.0F) ;
glRotatef(anglez,0.0F,0.0F,1.0F) ;
if ( scene ) {
glLightf(GL_LIGHT0,GL_SPOT_CUTOFF,180);
glLightf(GL_LIGHT1,GL_SPOT_CUTOFF,180);
GLfloat light0_position[] = { 1.0F,0.0F,0.0F,0.0F };
GLfloat light1_position[] = { -1.0F,0.0F,0.0F,0.0F };
glLightfv(GL_LIGHT0,GL_POSITION,light0_position);
glLightfv(GL_LIGHT1,GL_POSITION,light1_position); }
else {
glLightf(GL_LIGHT0,GL_SPOT_CUTOFF,20);
glLightf(GL_LIGHT1,GL_SPOT_CUTOFF,25);
GLfloat light0_dir[] = { -1.0f,0.0f,0.0f };
GLfloat light1_dir[] = { 1.0f,0.0f,0.0f };
glLightfv(GL_LIGHT0,GL_SPOT_DIRECTION,light0_dir);
glLightfv(GL_LIGHT1,GL_SPOT_DIRECTION,light1_dir);
GLfloat light0_position[] = { 2.0f,0.0f,0.0f,1.0f };
GLfloat light1_position[] = { -2.0f,0.0f,0.0f,1.0f };
glLightfv(GL_LIGHT0,GL_POSITION,light0_position);
glLightfv(GL_LIGHT1,GL_POSITION,light1_position); }
glPopMatrix() ;
glPushMatrix() ;
glutSolidSphere(1.0,nf,nf);
glPopMatrix() ;
glPopMatrix() ;
glFlush();
glutSwapBuffers() ;
}
void idle(void) {
if ( anim ) {
anglex++ ;
angley-- ;
anglez+=2 ;
glutPostRedisplay() ; }
}
void key(unsigned char key,int x,int y) {
if ( keyManipulateur(key,x,y) )
glutPostRedisplay();
else
switch ( key) {
case 0x0D : scene = (scene+1) % 2 ;
glutPostRedisplay();
break ;
case 45 : nf--;
if ( nf < 8 )
nf = 8;
glutPostRedisplay();
break ;
case 43 : nf++;
glutPostRedisplay();
break ;
case ' ' : anim = 1 - anim;
glutPostRedisplay();
break ;
case 0x1B : exit(0) ;
break; }
}
int main(int argc,char **argv) {
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE);
glutInitWindowSize(300,300);
glutInitWindowPosition(50,50);
glutCreateWindow("Lumières mouvantes");
myinit();
creationMenuBasique();
setParametresOrthoBasique(-1.5,1.5,-1.5,1.5,-150.0,150.0);
glutReshapeFunc(reshapeOrthoBasique);
glutIdleFunc(idle);
glutMotionFunc(motionBasique);
glutMouseFunc(sourisBasique);
setManipulateurDistance(1.0F);
glutKeyboardFunc(key);
glutDisplayFunc(display);
glutMainLoop();
return(0);
}