Le source : TD-SpheresAnimees.cpp
#include "windows.h" #include <GL/gl.h> #include <GL/glu.h> #include <GL/glaux.h> #include <stdio.h> #include <math.h> #include "ModuleFont.h" static GLfloat view_rotx=25.0F ; static GLfloat view_roty=20.0F ; static GLfloat view_rotz=0.0F ; static float a = 0.0f ; static int type = 0 ; static int anim = 1 ; static int maille = 0 ; static float noir[] = { 0.0F,0.0F,0.0F,0.5F }; static float rouge[] = { 1.0F,0.0F,0.0F,0.5F }; static float vert[] = { 0.0F,1.0F,0.0F,0.5F }; static float bleu[] = { 0.0F,0.0F,1.0F,0.5F }; static float jaune[] = { 1.0F,1.0F,0.0F,1.0F }; static float magenta[] = { 1.0F,0.0F,1.0F,1.0F }; static float cyan[] = { 0.0F,1.0F,1.0F,1.0F }; static float blanc[] = { 1.0F,1.0F,1.0F,0.5F }; void myinit(void) { GLfloat light_ambient[] = { 0.0F,0.0F,0.0F,1.0F }; GLfloat light_diffuse[] = { 1.0F,1.0F,1.0F,1.0F }; GLfloat light_specular[] = { 0.0F,0.0F,0.0F,1.0F }; GLfloat light_position0[] = { 0.0F,0.0F,1.0F,0.0F }; GLfloat light_position1[] = { 0.0F,0.0F,1.0F,0.0F }; glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient); glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse); glLightfv(GL_LIGHT1,GL_DIFFUSE,light_diffuse); glLightfv(GL_LIGHT0,GL_SPECULAR,light_specular); glLightfv(GL_LIGHT0,GL_POSITION,light_position0); glLightfv(GL_LIGHT1,GL_POSITION,light_position1); glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); glEnable(GL_AUTO_NORMAL); glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); glClearAccum(0.0,0.0,0.0,0.0); makeRasterFont(); } void axes() { glPushMatrix() ; glColor4fv(rouge) ; glBegin(GL_LINES) ; glVertex3f(0.0F,0.0F,0.0F) ; glVertex3f(1.0F,0.0F,0.0F) ; glEnd() ; glRasterPos3f(1.05F,0.05F,0.05F); printString("x"); glColor4fv(vert) ; glBegin(GL_LINES) ; glVertex3f(0.0F,0.0F,0.0F) ; glVertex3f(0.0F,1.0F,0.0F) ; glEnd() ; glRasterPos3f(0.05F,1.05F,0.05F); printString("y"); glColor4fv(bleu) ; glBegin(GL_LINES) ; glVertex3f(0.0F,0.0F,0.0F) ; glVertex3f(0.0F,0.0F,1.0F) ; glEnd() ; glRasterPos3f(0.05F,0.05F,1.05F); printString("z"); if ( maille ) { float gris[] = { 0.5F,0.5F,0.5F,1.0F }; glColor4fv(gris) ; for ( int i = -100 ; i < 100 ; i++ ) { glBegin(GL_LINES) ; glVertex3f((float) i,0.0F,200.0F) ; glVertex3f((float) i,0.0F,-200.0F) ; glEnd() ; glBegin(GL_LINES) ; glVertex3f(200.0F,0.0F,(float) i) ; glVertex3f(-200.0F,0.0F,(float) i) ; glEnd() ; } } glPopMatrix() ; } void displayCotesSpheres(void) { glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glPushMatrix(); glRotatef(view_rotx,1.0,0.0,0.0); glRotatef(view_roty,0.0,1.0,0.0); glRotatef(view_rotz,0.0,0.0,1.0); glPushMatrix(); glRotatef(a,0.0f,1.0f,0.0f); glTranslatef(4.0F,0.0F,0.0F) ; glColor3fv(rouge) ; auxWireSphere(1.0) ; if ( type == 1 ) { glRotatef(a*5,0.0f,1.0f,0.0f); glTranslatef(2.0F,0.0F,0.0F) ; glColor3fv(vert) ; auxWireSphere(0.5) ; } glPopMatrix(); axes() ; glPopMatrix(); glAccum(GL_ACCUM,0.7F); } void displaySpheres(void) { glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glPushMatrix(); glRotatef(view_rotx,1.0,0.0,0.0); glRotatef(view_roty,0.0,1.0,0.0); glRotatef(view_rotz,0.0,0.0,1.0); glEnable(GL_LIGHTING); glRotatef(a,0.0f,1.0f,0.0f); glTranslatef(4.0F,0.0F,0.0F) ; glMaterialfv(GL_FRONT,GL_DIFFUSE,rouge); auxSolidSphere(1.0) ; if ( type == 1 ) { glRotatef(a*5,0.0f,1.0f,0.0f); glTranslatef(2.0F,0.0F,0.0F) ; glMaterialfv(GL_FRONT,GL_DIFFUSE,vert); auxWireSphere(0.5) ; } glDisable(GL_LIGHTING); glPopMatrix(); glAccum(GL_ACCUM,0.3F); } void CALLBACK display(void) { glClear(GL_ACCUM_BUFFER_BIT); glPushMatrix() ; displaySpheres() ; displayCotesSpheres() ; glAccum(GL_RETURN,1.0); glPopMatrix() ; glFlush(); auxSwapBuffers() ; } void CALLBACK myReshape(int w,int h) { glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-7.0,7.0,-h*7.0/w,h*7.0/w,-100.0,100.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void CALLBACK keyx(void) { view_rotx += 4 ; } void CALLBACK keyX(void) { view_rotx -= 4 ; } void CALLBACK keyy(void) { view_roty += 4 ; } void CALLBACK keyY(void) { view_roty -= 4 ; } void CALLBACK keyz(void) { view_rotz += 4 ; } void CALLBACK keyZ(void) { view_rotz -= 4 ; } void CALLBACK keyUp(void) { type = (type+1)%2 ; } void CALLBACK keySpace(void) { maille = 1 - maille ; } void CALLBACK idle(void) { a += 1.0f; display(); } void CALLBACK keyReturn(void) { anim = !anim ; if ( anim ) auxIdleFunc(idle) ; else auxIdleFunc(NULL) ; } void main(void) { auxInitDisplayMode(AUX_DOUBLE|AUX_RGB|AUX_DEPTH|AUX_ACCUM); auxInitPosition(0,0,250,140); auxInitWindow("Spheres animees"); myinit(); auxIdleFunc(idle) ; auxKeyFunc(AUX_x,keyx) ; auxKeyFunc(AUX_X,keyX) ; auxKeyFunc(AUX_y,keyy) ; auxKeyFunc(AUX_Y,keyY) ; auxKeyFunc(AUX_z,keyz) ; auxKeyFunc(AUX_Z,keyZ) ; auxKeyFunc(AUX_UP,keyUp) ; auxKeyFunc(AUX_SPACE,keySpace) ; auxKeyFunc(AUX_RETURN,keyReturn) ; auxReshapeFunc(myReshape); auxMainLoop(display); }
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