L'exécutable

Le source: SphereSpeculaire.cpp

#include <windows.h>

#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>

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);
  auxSolidSphere(1.0);
  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);
}
 RETOUR