cam y, mouse, mercury orital mouvement, pause
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62
window.c
62
window.c
@ -25,6 +25,7 @@ static void draw(void);
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static void key(int keycode);
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static void sortie(void);
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static void pmotion(int x, int y);
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static void mouse(int button, int state, int x, int y);
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/*!\brief un identifiant pour l'écran (de dessin) */
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static uint _screenId = 0;
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@ -48,13 +49,15 @@ struct cam_t {
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float theta;
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};
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static cam_t _cam = {0, 0, 50, 0};
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static cam_t _cam = {0, 1.0f, 50, 0};
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static float _v = 0.1f;
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static int _wW = 1200, _wH = 1000;
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static int _xm = 400, _ym = 300;
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static int _pause = 0;
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/*!\brief paramètre l'application et lance la boucle infinie. */
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int main(int argc, char ** argv) {
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/* tentative de création d'une fenêtre pour GL4Dummies */
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@ -74,6 +77,7 @@ int main(int argc, char ** argv) {
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* pouvons dessiner) aux dimensions de la fenêtre */
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_screenId = gl4dpInitScreen();
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/* mettre en place la fonction d'interception clavier */
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gl4duwMouseFunc(mouse);
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gl4duwKeyDownFunc(key);
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gl4duwPassiveMotionFunc(pmotion);
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/* mettre en place la fonction de display */
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@ -90,7 +94,7 @@ void init(void) {
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uint id, id2;
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/*vec4 g = {0, 1, 0, 1};*/
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/* on créé nos trois type de surfaces */
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_sun = mkSphere(12, 12, 1); /* ça fait 12x12x2 trianles ! */
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_sun = mkSphere(12, 12, 1); /*ça fait 12x12x2 trianles !*/
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/* on change les couleurs de surfaces */
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/*_sun->dcolor = g; */
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_mercury = mkSphere(12, 12, (1/227.0f) * 12.0f);
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@ -135,26 +139,28 @@ void draw(void) {
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/* on place la caméra en arrière-haut, elle regarde le centre de la scène */
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/*lookAt(mvMat, _xcam, _ycam, _zcam, _x, _y, _z, 0, 1, 0);*/
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/*lookAt(mvMat, _cam.x, 0.0, _cam.z, _cam.x - sin(_cam.theta), 1.0f - _ym / 200.0f, _cam.z - cos(_cam.theta), 0.0, 1.0, 0.0);*/
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_cam.y = 1.0 - (_ym - (_wH >> 1)) / (float)_wH;
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/*_cam.x = (_xm - (_wW >> 1));*/
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lookAt(mvMat, _cam.x, 1.0, _cam.z, _cam.x - sin(_cam.theta), _cam.y, _cam.z - cos(_cam.theta), 0.0, 1.0, 0.0);
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/*_cam.x = (_xm - (_wW >> 1)) / (float)_wW;*/
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/*_cam.y = 1.0 - (_ym - (_wH >> 1)) / 300.0f;*/
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lookAt(mvMat, _cam.x, _cam.y, _cam.z, _cam.x - sin(_cam.theta), 1.0 - (_ym - (_wH >> 1)) / 300.0f, _cam.z - cos(_cam.theta), 0.0, 1.0, 0.0);
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/* la sphère est laissée au centre et tourne autour de son axe y */
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static float sun_a = 0.0f;
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memcpy(nmv, mvMat, sizeof nmv); /* copie mvMat dans nmv */
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rotate(nmv, a, 0.0f, 1.0f, 0.0f);
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translate(nmv, 0.0f, 1.0f, 0.0f);
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rotate(nmv, sun_a += dt * 360, 0.0f, 1.0f, 0.0f);
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transform_n_raster(_sun, nmv, projMat);
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memcpy(nmv, mvMat, sizeof nmv); /* copie mvMat dans nmv */
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rotate(nmv, a, 0.0f, 1.0f, 0.0f); // orbit mouvement
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translate(nmv, 10.0f, 1.0f, 0.0f);
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rotate(nmv, a, 0.0f, 1.0f, 0.0f);
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rotate(nmv, a, 0.0f, 1.0f, 0.0f); // rotation
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transform_n_raster(_mercury, nmv, projMat);
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/* déclarer qu'on a changé (en bas niveau) des pixels du screen */
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gl4dpScreenHasChanged();
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/* fonction permettant de raffraîchir l'ensemble de la fenêtre*/
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gl4dpUpdateScreen(NULL);
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a += 360 * dt;
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if (_pause != 1)
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a += 360 * dt;
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}
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/*!\brief intercepte l'événement clavier pour modifier les options. */
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@ -162,26 +168,32 @@ void key(int keycode) {
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double dtheta = M_PI, step = 5.0;
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switch(keycode) {
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case GL4DK_UP:
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break;
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case GL4DK_DOWN:
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break;
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case GL4DK_RIGHT:
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break;
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case GL4DK_LEFT:
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break;
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case GL4DK_w:
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_cam.x += -_v * step * sin(_cam.theta);
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_cam.z += -_v * step * cos(_cam.theta);
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break;
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case GL4DK_DOWN:
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case GL4DK_s:
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_cam.x += _v * step * sin(_cam.theta);
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_cam.z += _v * step * cos(_cam.theta);
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break;
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case GL4DK_RIGHT:
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_cam.theta += -_v * dtheta;
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break;
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case GL4DK_LEFT:
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case GL4DK_a:
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_cam.theta -= -_v * dtheta;
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break;
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case GL4DK_w:
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break;
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case GL4DK_s:
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break;
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case GL4DK_a:
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break;
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case GL4DK_d:
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_cam.theta += -_v * dtheta;
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break;
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case GL4DK_p:
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if (_pause == 0)
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_pause = 1;
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else
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_pause = 0;
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break;
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case GL4DK_MINUS:
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_v -= 0.001f;
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@ -234,6 +246,16 @@ static void pmotion(int x, int y) {
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_ym = y;
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}
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static void mouse(int button, int state, int x, int y) {
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double dtheta = M_PI;
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if (button == GL4D_BUTTON_LEFT)
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_cam.y += (_v/2) * dtheta;
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if (button == GL4D_BUTTON_RIGHT)
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_cam.y -= (_v/2) * dtheta;
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if (button == GL4D_BUTTON_MIDDLE)
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_cam.y = 1.0f;
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}
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/*!\brief à appeler à la sortie du programme. */
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void sortie(void) {
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if(_mercury) {
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