/* Auteur: Nicolas JANEY */ /* Avril 2001 */ /* Une sphere blanche speculaire illuminee */ /* par des lumieres colorees en OpenGL */ #include #include #include #include #include static float anglex = 0.0F ; static float angley = 0.0F ; static GLfloat shininess = 100.0F ; void myinit(void) { GLfloat gris[] = { 0.4F,0.4F,0.4F,1.0F }; GLfloat specular[] = { 1.0F,1.0F,1.0F,1.0F }; GLfloat bleu[] = { 0.0F,0.0F,1.0F,1.0F }; GLfloat vert[] = { 0.0F,1.0F,0.0F,1.0F }; GLfloat l_pos0[] = { 1.0F,1.0F,1.0F,0.0F }; GLfloat l_pos1[] = { -1.0F,0.0F,1.0F,0.0F }; glClearColor(0.5F,0.5F,1.0F,1.0F) ; glMaterialfv(GL_FRONT,GL_SPECULAR,specular); glLightfv(GL_LIGHT0,GL_DIFFUSE,gris); glLightfv(GL_LIGHT0,GL_POSITION,l_pos0); glLightfv(GL_LIGHT0,GL_SPECULAR,bleu); glLightfv(GL_LIGHT1,GL_DIFFUSE,gris); glLightfv(GL_LIGHT1,GL_POSITION,l_pos1); glLightfv(GL_LIGHT1,GL_SPECULAR,vert); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); } 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) ; glMaterialf(GL_FRONT,GL_SHININESS,shininess); glutSolidSphere(1.0,100,100); glPopMatrix(); glFlush(); auxSwapBuffers(); } void CALLBACK myReshape(int w,int h) { glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (w <= h) glOrtho(-1.5,1.5,-1.5*(float)h/(float)w,1.5*(float)h/(float)w,-10.,10.); else glOrtho(-1.5*(float)w/(float)h,1.5*(float)w/(float)h,-1.5,1.5,-10.,10.); 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 CALLBACK keys(void) { shininess *= 1.03F ; } void CALLBACK keyS(void) { shininess /= 1.03F ; } void main(void) { auxInitDisplayMode(AUX_DOUBLE|AUX_RGB|AUX_DEPTH); auxInitPosition(0,0,250,250); auxInitWindow("2 Lumières avec réflexion spéculaire"); myinit(); auxKeyFunc(AUX_UP,up) ; auxKeyFunc(AUX_DOWN,down) ; auxKeyFunc(AUX_LEFT,left) ; auxKeyFunc(AUX_RIGHT,right) ; auxKeyFunc(AUX_s,keys) ; auxKeyFunc(AUX_S,keyS) ; auxReshapeFunc(myReshape); auxMainLoop(display); }