
Le source: EnsembleFacttes.cpp
#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>
#include <stdio.h>
#include <stdlib.h>
#define X .525731112119133606
#define Z .850650808352039932
static float anglex = 0.0F ;
static float angley = 0.0F ;
static GLfloat vdata[12][3] = {
{-X,0,Z},{X,0,Z},{-X,0,-Z},{X,0,-Z},
{0,Z,X},{0,Z,-X},{0,-Z,X},{0,-Z,-X},
{Z,X,0},{-Z,X,0},{Z,-X,0},{-Z,-X,0}} ;
static GLint tindices[20][3] = {
{0,4,1},{0,9,4},{9,5,4},{4,5,8},{4,8,1},
{8,10,1},{8,3,10},{5,3,8},{5,2,3},{2,7,3},
{7,10,3},{7,6,10},{7,11,6},{9,2,5},{0,1,6},
{6,1,10},{9,0,11},{9,11,2},{11,0,6},
{7,2,11}};
void CALLBACK display(void) {
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angley,0.0F,1.0F,0.0F) ;
glRotatef(anglex,1.0F,0.0F,0.0F) ;
for ( int i = 0 ; i < 20 ; i++ ) {
glBegin(GL_TRIANGLES) ;
glNormal3fv(&vdata[tindices[i][0]][0]);
glVertex3fv(&vdata[tindices[i][0]][0]);
glNormal3fv(&vdata[tindices[i][1]][0]);
glVertex3fv(&vdata[tindices[i][1]][0]);
glNormal3fv(&vdata[tindices[i][2]][0]);
glVertex3fv(&vdata[tindices[i][2]][0]);
glEnd() ; }
glPopMatrix();
glFlush();
auxSwapBuffers();
}
void myinit (void) {
glClearColor(0.6F,0.6F,0.3F,0.0F);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
void CALLBACK myReshape(int w, int h) {
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1.3,1.3,-1.3/w*h,1.3/w*h,-1.3,1.3);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void CALLBACK up(void) {
anglex++ ;
}
void CALLBACK down(void) {
anglex-- ;
}
void CALLBACK left(void) {
angley++ ;
}
void CALLBACK right(void) {
angley-- ;
}
void main(void) {
auxInitDisplayMode(AUX_DOUBLE|AUX_RGBA|AUX_DEPTH);
auxInitPosition(0,0,300,250);
auxInitWindow("Ensemble de facettes") ;
myinit();
auxKeyFunc(AUX_UP,up) ;
auxKeyFunc(AUX_DOWN,down) ;
auxKeyFunc(AUX_LEFT,left) ;
auxKeyFunc(AUX_RIGHT,right) ;
auxReshapeFunc(myReshape);
auxMainLoop(display);
}
RETOUR