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| /**************************
* Includes
*
**************************/
#include <stdlib.h>
#include <gl/glut.h>
#include <math.h>
void keyboard(unsigned char key, int x, int y);
void idle(void);
GLfloat xl=1.0, yl=1.0, zl=1.0, theta=0.0;
void init(void)
{
GLfloat mat_specular[]={1.0, 1.0, 1.0, 1.0};
GLfloat mat_shininess[]={50};
GLfloat light_position[]={xl, yl, zl, 1.0};
GLfloat white_light[]={1.0, 1.0, 1.0, 1.0};
GLfloat lmodel_ambient[]={0.1, 0.1, 0.1, 0.1};
GLfloat mat_specular1[]={1.0, 1.0, 1.0, 1.0};
GLfloat mat_shininess1[]={25};
GLfloat light_position1[]={0.0, 0.0, 0.0, 1.0};
GLfloat white_light1[]={0.0, 1.0, 0.0, 1.0};
GLfloat lmodel_ambient1[]={0.1, 0.1, 0.1, 0.1};
glClearColor(0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_SMOOTH);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glLightfv(GL_LIGHT0, GL_DIFFUSE, white_light);
glLightfv(GL_LIGHT0, GL_SPECULAR, white_light);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
glLightfv(GL_LIGHT1, GL_POSITION, light_position1);
glLightfv(GL_LIGHT1, GL_DIFFUSE, white_light1);
glLightfv(GL_LIGHT1, GL_SPECULAR, white_light1);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glEnable(GL_DEPTH_TEST);
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GLfloat light_position[]={xl, yl, zl, 1.0};
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glPushMatrix();
glRotatef((GLfloat)theta, 0.0, 1.0, 0.0);
glTranslatef(1.5, 0.0, 0.0);
GLfloat light_position1[]={cos(theta), 0.0, 0.0, 1.0};
glutSolidSphere(0.05, 20, 18);
glLightfv(GL_LIGHT1, GL_POSITION, light_position1);
glPopMatrix();
glutSolidSphere(1.0, 50, 50);
glColor3f(1.0, 1.0, 1.0);
glPushMatrix();
glTranslatef(xl, yl, 1.0);
glutSolidSphere(0.05, 20, 18);
glPopMatrix();
glutSwapBuffers();
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if(w<=h)
glOrtho(-1.5, 1.5, -1.5*(GLfloat)h/(GLfloat)w, 1.5*(GLfloat)h/(GLfloat)w, -10.0, 10.0);
else
glOrtho(-1.5*(GLfloat)w/(GLfloat)h, 1.5*(GLfloat)w/(GLfloat)h, -1.5, 1.5, -10.0, 10.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
int main (int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB|GLUT_DEPTH);
glutInitWindowSize(500, 500);
glutInitWindowPosition(100, 100);
glutCreateWindow("Q, Z, S, D, +, - pour déplacer la lampe");
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutIdleFunc(idle);
glutMainLoop();
return 0;
}
void keyboard(unsigned char key, int x, int y)
{
switch (key)
{
case 'z':
yl+=0.1;
break;
case 's':
yl-=0.1;
break;
case 'q':
xl-=0.1;
break;
case 'd':
xl+=0.1;
break;
case '+':
zl-=0.1;
break;
case '-':
zl+=0.1;
break;
default:
break;
}
glutPostRedisplay();
}
void idle(void)
{
theta+=0.1;
if (theta>360)theta-=360;
glutPostRedisplay();
} |
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