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Génération d'un système solaire en opengl 3D
avec glut et glui, gère le son et les textures, etc...
La gravité...quelle force ! et pourtant, ce n'est que la plus faible !!!!!!

Source / Exemple :


/********************************************************************************

  • *
  • MoNdE *
  • *
  • MoNdE is a planets generator, with a the gravity force. *
  • *
  • Copyright (C) 2004-2005 Julien MICHOT *
  • *
  • Contact : m.i.t.c.h@free.fr - http://www.webfractales.com *
  • *
  • This program is free software; you can redistribute it and/or *
  • modify it under the terms of the GNU General Public License *
  • as published by the Free Software Foundation; either version 2 *
  • of the License, or (at your option) any later version. *
  • *
  • This program is distributed in the hope that it will be useful, *
  • but WITHOUT ANY WARRANTY; without even the implied warranty of *
  • MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
  • GNU General Public License for more details. *
  • *
  • You should have received a copy of the GNU General Public License *
  • along with this program; if not, write to the Free Software *
  • Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
  • *
  • *
  • You can have the GLUT library here : *
  • http://www.opengl.org/resources/libraries/glut.html *
  • *
  • You can have the GLUI library here : *
  • http://www.cs.unc.edu/~rademach/glui/ *
  • *
                                                                                                                                                                • /
// Headers utilisés ********************************************************* #include <string.h> #include <windows.h> //pour le son... #include "glut.h" #include "tube.h" #include "glui.h" #include "math.h" #include "time.h" //*************************************************************************** #define MAX(a,b) (((a)>(b))?(a):(b)) #define PI 3.1415926535897932384626433832 #define MAXPLANETE 100 #define TAILLEESPACE 3.0 #define DENSITE 0.0001 float CERCLEMAX=6.0; float Vitesse=1.3; double G=6.67*pow((double)10,(double)-11)*100.0;//*0.000000001//-11 int nbplanete= 70; int Destruction=1; int SonActif=0; float xy_aspect; int last_x, last_y; float rotationX = 0.0, rotationY = 0.0; int sens=1,arret=1; float RapportVts=2.0,tmpvts=0.0018; bool Pause=0; bool SuivreTerre=0; // Variables passées à GLUI ************************************************* int main_window; float scale = 0.3; int ColonneInit= 4; int obj_type = 2; float obj_pos[] = { 0.0, 0.0, 0.0 }; float view_rotate[16] = { 1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1 }; //*************************************************************************** int lar=256; unsigned char t[256*256*3]; unsigned char t2[256*256*3]; int numTexture=1; // Pointeurs se rapportant a GLUI ******************************************* GLUI *glui, *glui2, *glui3; GLUI_Spinner *NbLigne, *NbColonne, *destruction,*NbVitesse; GLUI_Button *test; GLUI_RadioGroup *radio; //*************************************************************************** // Id utilisés pour les callback ******************************************** #define LANCER_ID 2 #define PAUSE_ID 3 #define NOUVEAU_ID 4 //*************************************************************************** // Divers variables globales ************************************************ /* GLfloat light0_ambient[] = {0.6f, 0.1f, 0.3f, 1.0f}; GLfloat light0_diffuse[] = {.9f, .6f, 0.0f, 1.0f}; GLfloat light0_position[] = {0.0f, .0f, 0.0f, 1.0f};
  • /
GLfloat light0_ambient[] = {0.9f, 0.9f, 0.9f, 1.0f}; GLfloat light0_diffuse[] = {.9f, .9f, 0.9f, 1.0f}; GLfloat light0_position[] = {0.0f, .0f, 0.0f, 1.0f}; GLfloat light1_ambient[] = {0.9f, 0.9f, 0.9f, 1.0f}; GLfloat light1_diffuse[] = {.9f, .9f, 0.9f, 1.0f}; GLfloat light1_position[] = {1.0f, 1.0f, 0.0f, 1.0f}; GLfloat lights_rotation[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1 }; //*************************************************************************** bool matrice[5][5][5]; void Luz(int num); void addPlanete(void); class planet { public: int num; float angle1,dangle1; float size; float rayon1,rayon2; float X,Y,Z; float tmpX,tmpY,tmpZ; float depX_av,depY_av,depZ_av; int numParent; double masse; float vtsinit; bool detruit; bool anneaux; float AxeRotX,AxeRotY,AxeRotZ;//rotation float angle_dep,AxeRotX_dep,AxeRotY_dep,AxeRotZ_dep;//rotation de départ // pour les textures bool ActiverTexture; int Texture; unsigned char t[256*256*3]; GLfloat l_ambient[4]; GLfloat l_diffuse[4]; GLfloat l_position[4]; planet(); ~planet(); void init(void); void dessiner(void); void refresh(void); void deplacer(void); void setposis(float x, float y, float z); void setvts(float x, float y, float z); void tueepar(int i); void setmasse(float m); void setLA(float a, float b, float c, float d); void setLD(float a, float b, float c, float d); void setLP(float a, float b, float c, float d); void setRot(float da, float x, float y, float z); void setRotDepart(float a, float x, float y, float z); void setTexture(void); }planete[MAXPLANETE]; planet::planet() { init(); } planet::~planet() { } void planet::init(void) { X=(float)(rand()%((int)TAILLEESPACE*20)-(TAILLEESPACE*10))/10.0; Y=(float)(rand()%((int)TAILLEESPACE*20)-(TAILLEESPACE*10))/10.0; Z=(float)(rand()%((int)TAILLEESPACE*20)-(TAILLEESPACE*10))/10.0; depX_av=(rand()%20-10)/1000.0; depY_av=(rand()%20-10)/1000.0; depZ_av=(rand()%20-10)/1000.0; angle1=0; size=0.1; numParent=0; dangle1=(rand()%40-40.0)/100.0; rayon1=1; rayon2=rayon1; masse = rand()%1000; size=DENSITE*masse;//20.0/masse; vtsinit=1; setLA(0.9f, 0.9f, 0.9f, 1.0f); setLD(.9f, .8f, 0.0f, 1.0f); // setLA((rand()%100)/100.0, (rand()%100)/100.0,(rand()%100)/100.0, 1.0f); // setLD((rand()%100)/100.0, (rand()%100)/100.0,(rand()%100)/100.0, 1.0f); setLP(0.0f, .0f, 0.0f, 1.0f); if(masse>500) anneaux=(!(rand()%5)); else anneaux=0; Texture=0; ActiverTexture=0; AxeRotX=(rand()%10)/10.0; AxeRotY=(rand()%10)/10.0; AxeRotZ=(rand()%10)/10.0; angle_dep=rand()%360; AxeRotX_dep=(rand()%10)/10.0; AxeRotY_dep=(rand()%10)/10.0; AxeRotZ_dep=(rand()%10)/10.0; detruit=0; } void planet::setLA(float a, float b, float c, float d) { l_ambient[0]=a; l_ambient[1]=b; l_ambient[2]=c; l_ambient[3]=d; } void planet::setLD(float a, float b, float c, float d) { l_diffuse[0]=a; l_diffuse[1]=b; l_diffuse[2]=c; l_diffuse[3]=d; } void planet::setLP(float a, float b, float c, float d) { l_position[0]=a; l_position[1]=b; l_position[2]=c; l_position[3]=d; for(int i=0;i<4;i++) { light0_ambient[i]=l_ambient[i]; light0_diffuse[i]=l_diffuse[i]; light0_position[i]=l_position[i]; } } void planet::setmasse(float m) { masse=m; size=DENSITE*masse; } void planet::dessiner(void) { float tx,ty,tz; if(!detruit) { tx=X; ty=Y; tz=Z; if(sqrt(pow(X,2)+pow(Y,2)+pow(Z,2))<CERCLEMAX||CERCLEMAX==0) { X+=((tmpX-X)/masse*(Vitesse)+depX_av)*(Vitesse); Y+=((tmpY-Y)/masse*(Vitesse)+depY_av)*(Vitesse); Z+=((tmpZ-Z)/masse*(Vitesse)+depZ_av)*(Vitesse); }else{ X-=((tmpX-X)/masse*(Vitesse)+depX_av)*(Vitesse); Y-=((tmpY-Y)/masse*(Vitesse)+depY_av)*(Vitesse); Z-=((tmpZ-Z)/masse*(Vitesse)+depZ_av)*(Vitesse); if(sqrt(pow(X,2)+pow(Y,2)+pow(Z,2))>CERCLEMAX) { X=tx; Y=ty; Z=tz; } } if(abs(Vitesse)>0.01) { depX_av=-(tx-X)/(Vitesse); depY_av=-(ty-Y)/(Vitesse); depZ_av=-(tz-Z)/(Vitesse); } angle1+=dangle1*Vitesse; refresh(); }else { this->detruit=1; } } void planet::refresh(void) { if(!detruit) { Luz(num); glPushMatrix(); glTranslatef(X,Y,Z); glRotatef( angle_dep, AxeRotX_dep,AxeRotY_dep,AxeRotZ_dep); glRotatef( angle1, AxeRotX,AxeRotY,AxeRotZ); /* glutSolidSphere(size,3+50*size,3+50*size); if(anneaux) glutSolidTorus(size/2,3.0*size,2,20); glBegin(GL_LINES); glVertex3f(0,0,0); glVertex3f(20.0*depX_av,20.0*depY_av,20.0*depZ_av); glEnd();*/ // glMatrixMode (GL_MODELVIEW); GLUquadricObj *pQObj; pQObj = gluNewQuadric(); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); if(ActiverTexture) glBindTexture(GL_TEXTURE_2D, Texture); gluQuadricTexture(pQObj, true); glColor3f(1,1,1); gluQuadricDrawStyle(pQObj, GLU_FILL); gluSphere(pQObj, size,10+50*size,10+50*size); if(anneaux) glutSolidTorus(size/2,3.0*size,2,20); glDisable(GL_TEXTURE_2D); glDisable(GL_DEPTH_TEST); gluDeleteQuadric(pQObj); glPopMatrix(); } } void planet::deplacer(void) { double t,d; tmpX=X,tmpY=Y,tmpZ=Z; if(!detruit) { for(int i=0;i<(nbplanete);i++) { if(i!=num && !planete[i].detruit) { d=sqrt(pow(X-planete[i].X,2)+pow(Y-planete[i].Y,2)+pow(Z-planete[i].Z,2)); if(d>planete[i].size&& d>size )//d>=1.000001) { t=(G*planete[i].masse*masse)/(d*d); tmpX+=t*(planete[i].X-X)/d; tmpY+=t*(planete[i].Y-Y)/d; tmpZ+=t*(planete[i].Z-Z)/d; }else{ tueepar(i); } } } } } void planet::setposis(float x, float y, float z) { this->X=x; this->Y=y; this->Z=z; } void planet::setRotDepart(float a, float x, float y, float z) { angle_dep=a; AxeRotX_dep=x; AxeRotY_dep=y; AxeRotZ_dep=z; } void planet::setRot(float da, float x, float y, float z) { dangle1=da; AxeRotX=x; AxeRotY=y; AxeRotZ=z; } void planet::setvts(float x, float y, float z) { this->depX_av=x; this->depY_av=y; this->depZ_av=z; } void planet::tueepar(int i) { float j; int x=60,y=50; float PV=0; double d1,d2,d3; if(Destruction) { if(planete[i].masse>masse) { planete[i].depX_av+=depX_av*(masse/(planete[i].masse)); planete[i].depY_av+=depY_av*(masse/(planete[i].masse)); planete[i].depZ_av+=depZ_av*(masse/(planete[i].masse)); planete[i].masse+=masse; planete[i].size=pow((double)pow(planete[i].size,3)+pow(size,3),1.0/3.0); planete[i].size+=0.005; detruit=1; }else{ depX_av+=planete[i].depX_av*(planete[i].masse/(masse)); depY_av+=planete[i].depY_av*(planete[i].masse/(masse)); depZ_av+=planete[i].depZ_av*(planete[i].masse/(masse)); masse+=planete[i].masse; size=pow((double)pow(planete[i].size,3)+pow(size,3),1.0/3.0); size+=0.005; planete[i].detruit=1; } if(SonActif)PlaySound("sons/crash.wav", NULL, NULL); }else{ /* ptmilX=planete[i].X-(masse*X-planete[i].masse*planete[i].X)/(planete[i].masse+masse); ptmilY=planete[i].Y-(masse*Y-planete[i].masse*planete[i].Y)/(planete[i].masse+masse); ptmilZ=planete[i].Z-(masse*Z-planete[i].masse*planete[i].Z)/(planete[i].masse+masse); ptmilX2=planete[i].X-X; ptmilY2=planete[i].Y-Y; ptmilZ2=planete[i].Z-Z; PV=ptmilX*ptmilX2+ptmilY*ptmilY2+ptmilZ*ptmilZ2; // X-=1*(tmpX-X)+0.999*depX_av; // Y-=1*(tmpY-Y)+0.999*depY_av; // Z-=1*(tmpZ-Z)+0.999*depZ_av; tmpX+=(planete[i].depX_av*PV)/masse*100; tmpY+=(planete[i].depY_av*PV)/masse*100; tmpZ+=(planete[i].depZ_av*PV)/masse*100;
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/* d1=planete[i].depX_av; d2=planete[i].depY_av; d3=planete[i].depZ_av; planete[i].depX_av+=0.1*depX_av*(masse/(planete[i].masse)); planete[i].depY_av+=0.1*depY_av*(masse/(planete[i].masse)); planete[i].depZ_av+=0.1*depZ_av*(masse/(planete[i].masse)); depX_av+=0.1*d1*(planete[i].masse/(masse)); depY_av+=0.1*d2*(planete[i].masse/(masse)); depZ_av+=0.1*d3*(planete[i].masse/(masse));
  • /
} } void planet::setTexture(void) { FILE *f; f = fopen("earth3.raw", "rb"); if (f){ fread(t, lar*lar*3, 1, f); fclose(f); } glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D,numTexture); //on travail sur la texture portant le numéro du selector glTexImage2D(GL_TEXTURE_2D, 0,3, lar,lar, 0, GL_RGB, GL_UNSIGNED_BYTE, t); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //on utilise l'application linéaire glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //de prés et de loin glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); //si on sort du carré [0,1]*[0,1] qui représente glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); //la texture, on la répéte le point (-1.7,2.8) équivaut a (0.3,2.8) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY,1); glDisable(GL_TEXTURE_2D); Texture=1; } void CreerMonde(bool PremiereFois) { int i; for(i=0;i<(MAXPLANETE);i++) { planete[i].num=i; if(!PremiereFois)planete[i].init(); planete[i].Texture=i; planete[i].ActiverTexture=1; planete[i].setRotDepart(-80,1,0,0); } planete[0].masse = rand()%1000+50000; planete[0].size =0.2; planete[0].setvts(0,0,0); planete[0].setposis(0,0,0); planete[1].masse =5000; planete[1].size =0.15; planete[1].setvts(-0.01,0.007,0.005); planete[1].setposis(1,1,1); planete[1].setRotDepart(-90,1,0,0); planete[1].setRot(0.3,0,0,1); } // Fonction control_cb ****************************************************** void control_cb( int controle ) { switch (controle) { case NOUVEAU_ID : CreerMonde(0); break; case PAUSE_ID : if(Pause) Pause=0; else Pause=1; break; } }//************************************************************************** void display(void) { glClear(GL_COLOR_BUFFER_BIT); glutSwapBuffers(); } // Definition de la fonction myGlutKeyboard() ******************************* void myGlutKeyboard(unsigned char Key, int x, int y) { switch(Key) { case ' ': obj_pos[0] = 0.0; obj_pos[1] = 0.0; obj_pos[2] = 0.0; //view_rotate = { 1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1 }; CreerMonde(0); break; case 's': if(!SuivreTerre) SuivreTerre=1; else SuivreTerre=0; break; case 'S': obj_pos[0] = 0.0; obj_pos[1] = 0.0; obj_pos[2] = 0.0; // glPrint(0,0, "white",1,"Fleches 'Haut' / 'Bas' pour selectionner une option..."); break; case 'P': case 'p': if(Pause) Pause=0; else Pause=1; addPlanete(); if(SonActif)PlaySound("sons/pause.wav", NULL, NULL); case 'D': case 'd': if(Destruction) Destruction=0; else Destruction=1; break; case 27: case 'q': exit(0); break; }; glutPostRedisplay(); } //*************************************************************************** // Definition de la fonction myGlutMenu() *********************************** void myGlutMenu( int value ) { myGlutKeyboard( value, 0, 0 ); } //*************************************************************************** // Definition de la fonction myGlutIdle() *********************************** void myGlutIdle( void ) { /* According to the GLUT specification, the current window is undefined during an idle callback. So we need to explicitly change it if necessary */ if ( glutGetWindow() != main_window ) glutSetWindow(main_window); glutPostRedisplay(); } //*************************************************************************** // Definition de la fonction myGlutMouse() ********************************** void myGlutMouse(int button, int button_state, int x, int y ) { if ( button == GLUT_LEFT_BUTTON && button_state == GLUT_DOWN ) { last_x = x; last_y = y; // planete[0].X = x/100.0; planete[0].Y = y/100.0; } if ( button == GLUT_MIDDLE_BUTTON ) { obj_pos[2]-=0.05; } } //*************************************************************************** // Definition de la fonction myGlutMotion() ********************************* void myGlutMotion(int x, int y ) { glutPostRedisplay(); } //*************************************************************************** // Definition de la fonction myGlutReshape() ******************************** void myGlutReshape( int x, int y ) { int tx, ty, tw, th; GLUI_Master.get_viewport_area( &tx, &ty, &tw, &th ); glViewport( tx, ty, tw, th ); xy_aspect = (float)tw / (float)th; glutPostRedisplay(); } //*************************************************************************** void Luz(int num) { if(num!=0) { planete[num].setLP(planete[0].X,planete[0].Y,planete[0].Z,1.0); glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse); glLightfv(GL_LIGHT0, GL_POSITION, light0_position); }else{ planete[num].setLP(1,1,0,1.0); glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse); glLightfv(GL_LIGHTING, GL_POSITION, light0_position); } glLightfv(GL_LIGHT1, GL_AMBIENT, light1_ambient); glLightfv(GL_LIGHT1, GL_DIFFUSE, light1_diffuse); glLightfv(GL_LIGHT1, GL_POSITION, light1_position); } // Definition de la fonction myGlutDisplay() ******************************** void myGlutDisplay( void ) { //glClearColor( .9f, .9f, .9f, .9f ); // Couleur RGB du fond de la fenêtre glClearColor( .0f, .0f, .0f, .0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); glFrustum( -xy_aspect*.04, xy_aspect*.04, -.04, .04, .1, 15.0 ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glMultMatrixf( lights_rotation ); glLightfv(GL_LIGHT0, GL_POSITION, light0_position); glLoadIdentity(); glTranslatef( 0.0, 0.0, -2.6f ); glTranslatef( obj_pos[0], obj_pos[1], -obj_pos[2] ); glMultMatrixf( view_rotate ); glScalef( scale, scale, scale ); int k; //G=6.67*pow((double)10,(double)-11)*pow((double)10,(double)1); if(!Pause) { if(SuivreTerre) { obj_pos[0] =-0.3*planete[1].X; obj_pos[1] =-0.3*planete[1].Y; obj_pos[2] =-0.3*planete[1].Z; } for(k=0;k<nbplanete;k++) { //if(k) planete[k].deplacer(); } for(k=0;k<nbplanete;k++) { planete[k].dessiner(); } }else{ for(k=0;k<nbplanete;k++) { planete[k].refresh(); } } if(NbVitesse->get_float_val()!=Vitesse) NbVitesse->set_float_val(Vitesse); /* GLUquadricObj *pQObj; pQObj = gluNewQuadric(); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, MAXPLANETE); gluQuadricTexture(pQObj, true); glColor3f(1,1,1); gluQuadricDrawStyle(pQObj, GLU_FILL); gluSphere(pQObj,9,30,30); glDisable(GL_TEXTURE_2D); glDisable(GL_DEPTH_TEST); gluDeleteQuadric(pQObj); glPopMatrix();
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glDisable( GL_LIGHTING ); glEnable( GL_LIGHTING ); // réctivation du jeu de lumière apres creation glutSwapBuffers(); // swap sur le buffer } //*************************************************************************** // Definition de la fonction principale ************************************* void main(int argc, char* argv[]) { /****************************************************/ /* Initialisation GLUT & creation de la fenêtre */ /****************************************************/ CreerMonde(1); glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH ); glutInitWindowPosition( 50, 50 ); glutInitWindowSize( 600, 600 ); main_window = glutCreateWindow( "__ MoNdE : Fenêtre 3D __" ); glutDisplayFunc( myGlutDisplay ); GLUI_Master.set_glutReshapeFunc( myGlutReshape ); GLUI_Master.set_glutKeyboardFunc( myGlutKeyboard ); GLUI_Master.set_glutSpecialFunc( NULL ); GLUI_Master.set_glutMouseFunc( myGlutMouse ); glutMotionFunc( myGlutMotion ); /********************************************************/ /* Initialisation OpenGL pour les effets de lumière */ /********************************************************/ // glEnable(GL_LIGHTING); glEnable( GL_NORMALIZE ); glEnable(GL_LIGHT0); glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse); glLightfv(GL_LIGHT0, GL_POSITION, light0_position); glEnable(GL_LIGHT1); glLightfv(GL_LIGHT1, GL_AMBIENT, light1_ambient); glLightfv(GL_LIGHT1, GL_DIFFUSE, light1_diffuse); glLightfv(GL_LIGHT1, GL_POSITION, light1_position); /*********************************/ /* Activation du z-buferring */ /*********************************/ glEnable(GL_DEPTH_TEST); /******************************************/ /* Creation de la fenêtre de commande */ /******************************************/ printf( "__ MoNdE __\n"); printf( "\n GLUI version: %3.2f\n\n", GLUI_Master.get_version() ); printf( "Julien Michot - m.i.t.c.h@free.fr - www.fractals.fr.fm\n"); printf( "\nCommandes :\n"); printf( "\' \' -> nouveau monde\n"); printf( "s -> suivre la terre\n"); printf( "p -> pause\n"); printf( "d -> destruction des planetes\n"); printf( "q -> quitter\n"); /*** Creation de fenêtre glui ***/ glui = GLUI_Master.create_glui( "Monde : Remote Control", 0, 700, 50 ); GLUI_Panel *cadre = glui->add_panel( "" ); GLUI_Panel *panel1 = glui->add_panel_to_panel(cadre, "Parametres :"); NbLigne = glui->add_spinner_to_panel( panel1, "Nombre de planetes:", GLUI_SPINNER_INT, &nbplanete); NbLigne->set_int_limits( 1, MAXPLANETE ); NbLigne->set_alignment( GLUI_ALIGN_RIGHT ); NbColonne = glui->add_spinner_to_panel( panel1, "cercle :", GLUI_SPINNER_FLOAT, &CERCLEMAX); NbColonne->set_float_limits( 0, 600 ); NbColonne->set_alignment( GLUI_ALIGN_RIGHT ); NbVitesse = glui->add_spinner_to_panel( panel1, "vitesse :", GLUI_SPINNER_FLOAT, &Vitesse); NbVitesse->set_float_limits( -10, 20 ); NbVitesse->set_alignment( GLUI_ALIGN_RIGHT ); glui->add_checkbox_to_panel(panel1,"Destruction", &Destruction ); glui->add_checkbox_to_panel(panel1,"Activer le son", &SonActif ); GLUI_Translation *trans_v = glui->add_translation_to_panel(panel1, "vitesse", GLUI_TRANSLATION_X, &Vitesse); trans_v->set_speed( .05 ); GLUI_Panel *panel4 = glui->add_panel_to_panel (cadre, "Traitement :"); glui->add_button_to_panel(panel4,"Lancer",LANCER_ID,control_cb); glui->add_separator_to_panel( panel4 ); glui->add_button_to_panel(panel4,"Pause",PAUSE_ID,control_cb); glui->add_column_to_panel(panel4, false ); glui->add_button_to_panel(panel4,"Nouveau monde",NOUVEAU_ID,control_cb); glui->add_separator_to_panel( panel4 ); glui->add_button_to_panel(panel4,"Quitter", 0,(GLUI_Update_CB)exit ); /************************************/ /*** Creation de fenêtre glui ***/ glui3 = GLUI_Master.create_glui( "Monde : Remote Control", 0, 700, 50 ); /************************************/ glui3->hide(); /*** Creation de la sous-fenêtre glui2 ***/ glui2 = GLUI_Master.create_glui_subwindow( main_window, GLUI_SUBWINDOW_BOTTOM ); glui2->set_main_gfx_window( main_window ); //glutGameModeString("640x480:16@60"); glui2->add_statictext(" "); glui2->add_statictext(" COMMANDE DE VISUALISATION "); glui2->add_statictext(" SUR LA FENETRE PRINCIPALE :"); glui2->add_column( false ); GLUI_Rotation *view_rot = glui2->add_rotation( "Objects", view_rotate ); view_rot->set_spin( 1.0 ); glui2->add_column( false ); GLUI_Translation *trans_xy = glui2->add_translation( "Objects XY", GLUI_TRANSLATION_XY, obj_pos ); trans_xy->set_speed( .005 ); glui2->add_column( false ); GLUI_Translation *trans_x = glui2->add_translation( "Objects X", GLUI_TRANSLATION_X, obj_pos ); trans_x->set_speed( .005 ); glui2->add_column( false ); GLUI_Translation *trans_y = glui2->add_translation( "Objects Y", GLUI_TRANSLATION_Y, &obj_pos[1] ); trans_y->set_speed( .005 ); glui2->add_column( false ); GLUI_Translation *trans_z = glui2->add_translation( "Objects Z", GLUI_TRANSLATION_Z, &obj_pos[2] ); trans_z->set_speed( .005 ); /*********************************************/ /**** Enregistremznt des idle callback pour GLUI ****/ GLUI_Master.set_glutIdleFunc( myGlutIdle ); int i,j,x,y,nb_crat,x_mil,y_mil,rayon_crat; float theta=0,rapp; FILE *f; // f = fopen("soleil.raw", "wb"); for(j=0;j<MAXPLANETE;j++) { for(i=0;i<256*256*3;i+=3) { if(j) { planete[j].t[i]=200+rand()%50; planete[j].t[i+1]=130+rand()%20; planete[j].t[i+2]=15+rand()%10; if(i<20*256*3|| i> 230*3*256) { planete[j].t[i]+=5; planete[j].t[i+1]+=20; planete[j].t[i+2]+=70; } }else{//soleil planete[j].t[i]=200+rand()%50; planete[j].t[i+1]=180+rand()%50; planete[j].t[i+2]=15+rand()%10; // fwrite(&planete[j].t[i], 1, 1, f); // fwrite(&planete[j].t[i+1], 1, 1, f); // fwrite(&planete[j].t[i+2], 1, 1, f); } } // création des cratères for(nb_crat=100;nb_crat>0&&j!=0;nb_crat--) { x_mil=rand()%255+1; y_mil=rand()%255+1; rapp=2*(128+y_mil)/256.0; if(y_mil>128) rapp=2*(128.0+256.0-y_mil)/256.0; rayon_crat=rand()%20+4; for(theta=0;theta<(2*PI);theta+=0.1) { x=x_mil+rayon_crat*cos(theta); y=y_mil+(int)(rayon_crat*rapp*sin(theta)); if(x>=256) x-=x_mil; if(y>=256) { y=y_mil-(int)((rapp)*rayon_crat*sin(theta)); x=256-x; } planete[j].t[(int)(x*3+y*256*3)]-=20; planete[j].t[(int)(x*3+y*256*3)+1]-=20; //planete[j].t[(int)(x*3+y*256*3)+2]-=20; } } glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D,j); //on travail sur la texture portant le numéro du selector glTexImage2D(GL_TEXTURE_2D, 0,3, lar,lar, 0, GL_RGB, GL_UNSIGNED_BYTE, planete[j].t); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //on utilise l'application linéaire glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //de prés et de loin glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); //si on sort du carré [0,1]*[0,1] qui représente glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); //la texture, on la répéte le point (-1.7,2.8) équivaut a (0.3,2.8) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY,1); glDisable(GL_TEXTURE_2D); } // fclose(f); //terre f = fopen("textures/earth3.raw", "rb"); if (f){ fread(planete[1].t, 256*256*3, 1, f); fclose(f); } glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D,1); //on travail sur la texture portant le numéro du selector glTexImage2D(GL_TEXTURE_2D, 0,3, 256,256, 0, GL_RGB, GL_UNSIGNED_BYTE, planete[1].t); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //on utilise l'application linéaire glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //de prés et de loin glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); //si on sort du carré [0,1]*[0,1] qui représente glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); //la texture, on la répéte le point (-1.7,2.8) équivaut a (0.3,2.8) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY,1); glDisable(GL_TEXTURE_2D); /* f = fopen("ciel.raw", "rb"); if (f){ fread(t, lar*lar*3, 1, f); fclose(f); } for(i=3;i<256*256*3;i+=3) { if(rand()%50) { t[i]=t[0]; t[i+1]=t[1]; t[i+2]=t[2]; }else{ t[i]=255; t[i+1]=255; t[i+2]=255; } } glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D,MAXPLANETE); //on travail sur la texture portant le numéro du selector glTexImage2D(GL_TEXTURE_2D, 0,3, lar,lar, 0, GL_RGB, GL_UNSIGNED_BYTE, t); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //on utilise l'application linéaire glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //de prés et de loin glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); //si on sort du carré [0,1]*[0,1] qui représente glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); //la texture, on la répéte le point (-1.7,2.8) équivaut a (0.3,2.8) // glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY,1); glDisable(GL_TEXTURE_2D);
  • /
glutMainLoop(); } //*************************************************************************** void addPlanete(void) { // glui3->show(); }

Conclusion :


Pour les bugs et autres améliorations,
l'exécutable et le zip , tout est sur le
http://www.webfractales.com/rapport.php
MiTcH - Julien Michot

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