/* Une molecule de benzene eclairee */ /* */ /* Auteur: Nicolas JANEY */ /* nicolas.janey@univ-fcomte.fr */ /* Octobre 2011 */ #include #include #include #include #include #include "ModuleAxes.h" /* Variables et constantes globales */ static float rx = 0.0F; static float ry = 0.0F; static float rz = 0.0F; static int objet = 0; static int aff = 1; static int all = 0; /* Fonction executee lors de la frappe */ /* d'une touche du clavier */ void keyboard(unsigned char key,int x,int y) { switch ( key ) { case 0x20 : aff = (aff+1)%2; glutPostRedisplay(); break; case 'o' : objet = (objet+1)%2; glutPostRedisplay(); break; case 0x1B : exit(0); break; } } /* Fonction executee lors de l'appui */ /* d'une touche de curseur ou d'une touche */ /* page up ou page down */ void special(int key,int x,int y) { switch(key) { case GLUT_KEY_UP : rx++; glutPostRedisplay(); break; case GLUT_KEY_DOWN : rx--; glutPostRedisplay(); break; case GLUT_KEY_LEFT : ry++; glutPostRedisplay(); break; case GLUT_KEY_RIGHT : ry--; glutPostRedisplay(); break; case GLUT_KEY_PAGE_UP : rz++; glutPostRedisplay(); break; case GLUT_KEY_PAGE_DOWN : rz--; glutPostRedisplay(); break; } } /* Fonction d'initialisation des parametres */ /* OpenGL ne changeant pas au cours de la vie */ /* du programme */ void init(void) { float noir[] = { 0.0F, 0.0F, 0.0F, 1.0F }; glLightModelfv(GL_LIGHT_MODEL_AMBIENT,noir); glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); glEnable(GL_AUTO_NORMAL); glEnable(GL_CULL_FACE); } /* Scene dessinee */ void mySolidCylinder(double h,double r,int n,int m) { glPushMatrix(); glRotatef(90.0F,1.0F,0.0F,0.0F); glTranslatef(0.0F,0.0F,-h/2); GLUquadricObj *qobj = gluNewQuadric(); gluQuadricDrawStyle(qobj,GLU_FILL); gluCylinder(qobj,r,r,h,n,m); gluDeleteQuadric(qobj); glPopMatrix(); } void motif(int objet) { glPushMatrix(); glTranslatef(2.0F,0.0F,0.0F); { float rouge[] = { 1.0F, 0.0F, 0.0F, 1.0F }; glMaterialfv(GL_FRONT,GL_DIFFUSE,rouge); } glutSolidSphere(0.5,36,36); glPushMatrix(); glRotatef(30.0,0.0F,0.0F,1.0F); glTranslatef(0.0F,1.0F,0.0F); { float grisFonce[] = { 0.3F, 0.3F, 0.3F, 1.0F }; glMaterialfv(GL_FRONT,GL_DIFFUSE,grisFonce); } switch (objet) { case 2 : mySolidCylinder(2.0,0.15,20,20); break; case 1 : glTranslatef(0.1F,0.0F,0.0F); mySolidCylinder(2.0,0.05,20,20); glTranslatef(-0.2F,0.0F,0.0F); mySolidCylinder(2.0,0.05,20,20); break; case 0 : mySolidCylinder(2.0,0.05,20,20); break; } glPopMatrix(); glTranslatef(0.6F,0.0F,0.0F); glPushMatrix(); glRotatef(90.0,0.0F,0.0F,1.0F); { float grisFonce[] = { 0.3F, 0.3F, 0.3F, 1.0F }; glMaterialfv(GL_FRONT,GL_DIFFUSE,grisFonce); } mySolidCylinder(1.2,0.05,20,20); glPopMatrix(); glTranslatef(0.6F,0.0F,0.0F); { float blanc[] = { 1.0F, 1.0F, 1.0F, 1.0F }; glMaterialfv(GL_FRONT,GL_DIFFUSE,blanc); } glutSolidSphere(0.25,36,36); glPopMatrix(); } void scene(void) { float blanc[] = { 1.0F, 1.0F, 1.0F, 1.0F }; glMaterialfv(GL_FRONT,GL_SPECULAR,blanc); glMaterialf(GL_FRONT,GL_SHININESS,50.0F); glPushMatrix(); for ( int i = 0 ; i < 6 ; i++ ) { float angle = i*60.0F; glPushMatrix(); glRotatef(angle,0.0F,0.0F,1.0F); motif((objet) ? i%2 : 2); glPopMatrix(); } glPopMatrix(); } /* Fonction executee lors d'un rafraichissement */ /* de la fenetre de dessin */ void display(void) { glClearColor(0.0F,0.0F,0.0F,1.0F); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPolygonMode(GL_FRONT_AND_BACK,(aff) ? GL_FILL : GL_LINE); glPushMatrix(); dessinAxes(); { float lum0Pos[] = { 1.0F,-1.0F, 1.0F, 1.0F }; glLightfv(GL_LIGHT0,GL_POSITION,lum0Pos); float blanc[] = { 1.0F, 1.0F, 1.0F, 1.0F }; float jaune[] = { 1.0F, 1.0F, 0.0F, 1.0F }; glLightfv(GL_LIGHT0,GL_DIFFUSE,jaune); glLightfv(GL_LIGHT0,GL_SPECULAR,blanc); glLightf(GL_LIGHT0,GL_CONSTANT_ATTENUATION,0.0F); glLightf(GL_LIGHT0,GL_LINEAR_ATTENUATION,0.0F); glLightf(GL_LIGHT0,GL_QUADRATIC_ATTENUATION,1.0F); } { float lum1Dir[] = { 1.0F, 1.0F, 1.0F, 0.0F }; glLightfv(GL_LIGHT1,GL_POSITION,lum1Dir); float blanc[] = { 1.0F, 1.0F, 1.0F, 1.0F }; float cyan[] = { 0.0F, 1.0F, 1.0F, 1.0F }; glLightfv(GL_LIGHT1,GL_DIFFUSE,cyan); glLightfv(GL_LIGHT1,GL_SPECULAR,blanc); } { float lum2Pos[] = { 4.0F, 3.0F, 5.0F, 1.0F }; glLightfv(GL_LIGHT2,GL_POSITION,lum2Pos); float lum2Dir[] = { -3.0F,-2.0F,-5.0F }; glLightfv(GL_LIGHT2,GL_SPOT_DIRECTION,lum2Dir); glLightf(GL_LIGHT2,GL_SPOT_CUTOFF,15.0F); float blanc[] = { 1.0F, 1.0F, 1.0F, 1.0F }; float magenta[] = { 1.0F, 0.0F, 1.0F, 1.0F }; glLightfv(GL_LIGHT2,GL_DIFFUSE,magenta); glLightfv(GL_LIGHT2,GL_SPECULAR,blanc); } { float noir[] = { 0.0F, 0.0F, 0.0F, 1.0F }; float grisMoyen[] = { 0.5F, 0.5F, 0.5F, 1.0F }; glLightfv(GL_LIGHT3,GL_DIFFUSE,noir); glLightfv(GL_LIGHT3,GL_SPECULAR,noir); glLightfv(GL_LIGHT3,GL_AMBIENT,grisMoyen); } glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); glEnable(GL_LIGHT2); glEnable(GL_LIGHT3); glEnable(GL_LIGHTING); glRotatef(rx,1.0F,0.0F,0.0F); glRotatef(ry,0.0F,1.0F,0.0F); glRotatef(rz,0.0F,0.0F,1.0F); scene(); glPopMatrix(); glFlush(); glutSwapBuffers(); int error = glGetError(); if ( error != GL_NO_ERROR ) printf("Erreur OpenGL: %d\n",error); } /* Fonction executee lors d'un changement */ /* de la taille de la fenetre OpenGL */ /* -> Ajustement de la camera de visualisation */ void reshape(int x,int y) { glViewport(0,0,x,y); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(23.0F,(float) x/y,1.0,50.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(5.0,10.0,15.0,0.0,0.0,0.0,0.0,1.0,0.0); } /* Fonction principale */ int main(int argc,char **argv) { glutInit(&argc,argv); glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE); glutInitWindowSize(300,300); glutInitWindowPosition(50,50); glutCreateWindow("Une molecule de benzene eclairee"); init(); glutKeyboardFunc(keyboard); glutSpecialFunc(special); glutReshapeFunc(reshape); glutDisplayFunc(display); glutMainLoop(); return(0); }