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| #include <GL/glut.h>
#include <iostream>
// Constantes
#define WINDOW_SIZE 800
static float bleu [] = { 0.0, 0.0, 1.0, 1.0 };
static float rouge [] = { 1.0, 0.0, 0.0, 1.0 };
static float vert [] = { 0.0, 1.0, 0.0, 1.0 };
static float jaune [] = { 1.0, 1.0, 0.0, 1.0 };
static float cyan [] = { 0.0, 1.0, 1.0, 1.0 };
static float magenta [] = { 1.0, 0.0, 1.0, 1.0 };
static float noir [] = { 0.0, 0.0, 0.0, 1.0 };
static float blanc [] = { 1.0, 1.0, 1.0, 1.0 };
static float gris [] = { 0.5, 0.5, 0.5, 1.0 };
int objet = 0; // 0=on affiche le cube, 1= la sphere et 2= la theiere
int zoom = 10;
int rotationX=0;
int rotationY=0;
int rotationZ=0;
GLfloat position[4]= {0.0,0.0,zoom/2.0,1.0}; //position lumière positionnelle
void dessineTheiere() {
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, blanc);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, blanc);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, blanc);
glutSolidTeapot(1.0);
}
void dessineSphere() {
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, blanc);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, blanc);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, blanc);
glutSolidSphere(1.0,10,10);
}
// Dessin d'un cube simple
void dessineCube()
{
glBegin(GL_QUADS);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, blanc);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, blanc);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, blanc);
glNormal3i(0,0,1);
glVertex3f(-1,1,1);
glVertex3f(-1,-1,1);
glVertex3f(1,-1,1);
glVertex3f(1,1,1); //1 face
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT,jaune);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE,jaune );
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,jaune );
glNormal3i(0,0,-1);
glVertex3f(1,1,-1);
glVertex3f(1,-1,-1);
glVertex3f(-1,-1,-1);
glVertex3f(-1,1,-1); //2 faces
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, vert);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE,vert );
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,vert );
glNormal3i(1,0,0);
glVertex3f(1,1,1);
glVertex3f(1,-1,1);
glVertex3f(1,-1,-1);
glVertex3f(1,1,-1); //3 faces
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, rouge);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, rouge);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,rouge);
glNormal3i(-1,0,0);
glVertex3f(-1,1,-1);
glVertex3f(-1,-1,-1);
glVertex3f(-1,-1,1);
glVertex3f(-1,1,1); //4 faces
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, magenta);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, magenta);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,magenta);
glNormal3i(0,1,0);
glVertex3f(-1,1,-1);
glVertex3f(-1,1,1);
glVertex3f(1,1,1);
glVertex3f(1,1,-1); //5 faces
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, cyan);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, cyan);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,cyan);
glVertex3f(1,-1,-1);
glVertex3f(1,-1,1);
glVertex3f(-1,-1,1);
glVertex3f(-1,-1,-1);//6 faces
glEnd();
}
// Fonction d'affichage
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
// Dessin du carré en appliquant différentes transformations
glPushMatrix();
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_DIFFUSE, jaune);
glLightfv(GL_LIGHT0, GL_AMBIENT, noir);
glLightfv(GL_LIGHT0, GL_SPECULAR, jaune);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, gris);
glTranslatef(0,0,-zoom);
glRotatef(rotationX,1,0,0);
glRotatef(rotationY,0,1,0);
glRotatef(rotationZ,0,0,1);
glLightfv(GL_LIGHT0, GL_POSITION, position);
//situer la source lumineuse positionnelle à l'aide d'une sphere filaire
glPushMatrix();
glTranslatef(position[0],position[1],position[2]);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, blanc);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, blanc);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, blanc);
glutWireSphere(0.10,10,10); // pour modéliser la source lumineuse
glPopMatrix();
if (objet==0) {dessineCube();}
if (objet == 1) {dessineSphere();}
if (objet == 2) {dessineTheiere();}
glPopMatrix();
glFlush();
glutSwapBuffers() ;
}
// Fonction de controle du clavier
void key(unsigned char key,int x,int y)
{
switch(key)
{
// Arrêt du prog. si on appuie sur 'Q' ou 'q'
case 'Q':
case 'q':
exit(0);
case 'x':
rotationX+=5;
break;
case 'X':
rotationX-=5;
break;
case 'y':
rotationY+=5;
break;
case 'Y':
rotationY-=5;
break;
case 'z':
rotationZ+=5;
break;
case 'Z':
rotationZ-=5;
break;
case 'c':
objet=0;
break;
case 's':
objet=1;
break;
case 't':
objet=2;
break;
case '-':
zoom++;
break;
case '+':
zoom--;
break;
}
glutPostRedisplay();
}
//Fonction de gestion des événements souris
void mouseEvent( int button, int state, int x, int y )
// -----------------------------------------------------
// button:
// GLUT_LEFT_BUTTON
// GLUT_RIGHT_BUTTON
// GLUT_MIDDLE_BUTTON
//
// state:
// GLUT_UP
// GLUT_DOWN
{
if( state == GLUT_DOWN && button == GLUT_LEFT_BUTTON )
printf("Clic à la position (%4i,%4i).\n", x, y );
}
int main(int argc, char* argv)
{
glutInit(&argc,&argv);
// Initialisation de la fenêtre OpenGL
glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE);
glutInitWindowSize(WINDOW_SIZE,WINDOW_SIZE);
glutInitWindowPosition(50,10);
glutCreateWindow("Illumination simple");
glEnable(GL_DEPTH_TEST);
glEnable(GL_SMOOTH);
glEnable(GL_LIGHTING);
// Définition de la fonction de gestion du clavier
glutKeyboardFunc(key);
// Définition de la fonction d'affichage
glutDisplayFunc(display);
// Définition de la fonction de gestion de la souris
glutMouseFunc(mouseEvent);
// Définition de la couleur de fond (RGBT)
glClearColor(0.8F,0.8F,0.8F,1.0F);
// Définition de la zone de vue
glViewport(0,0,WINDOW_SIZE,WINDOW_SIZE);
// Projection en perspective
gluPerspective(30.0, 1.0, 0.001, 100.0);
// Lancement de la boucle d'affichage
glutMainLoop();
return(0);
} |
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