#include <windows.h> #include <GL/gl.h> #include <GL/glu.h> #include <GL/glaux.h> #include <stdio.h> #include <stdlib.h> static float anglex = 0.0F ; static float angley = 0.0F ; static int obj = 0 ; static GLubyte fly[] = { 0x00,0x00,0x00,0x00, 0x00,0x00,0x00,0x00, 0x03,0x80,0x01,0xC0, 0x06,0xC0,0x03,0x60, 0x04,0x60,0x06,0x20, 0x04,0x30,0x0C,0x20, 0x04,0x18,0x18,0x20, 0x04,0x0C,0x30,0x20, 0x04,0x06,0x60,0x20, 0x44,0x03,0xC0,0x22, 0x44,0x01,0x80,0x22, 0x44,0x01,0x80,0x22, 0x44,0x01,0x80,0x22, 0x44,0x01,0x80,0x22, 0x44,0x01,0x80,0x22, 0x44,0x01,0x80,0x22, 0x66,0x01,0x80,0x66, 0x33,0x01,0x80,0xCC, 0x19,0x81,0x81,0x98, 0x0C,0xC1,0x83,0x30, 0x07,0xe1,0x87,0xe0, 0x03,0x3f,0xfc,0xc0, 0x03,0x31,0x8c,0xc0, 0x03,0x33,0xcc,0xc0, 0x06,0x64,0x26,0x60, 0x0c,0xcc,0x33,0x30, 0x18,0xcc,0x33,0x18, 0x10,0xc4,0x23,0x08, 0x10,0x63,0xC6,0x08, 0x10,0x30,0x0c,0x08, 0x10,0x18,0x18,0x08, 0x10,0x00,0x00,0x08}; static GLubyte uni[] = { 0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF, 0xFF,0xFF,0xFF,0xFF}; static GLubyte ray[] = { 0x33,0x22,0x33,0x22, 0x33,0x22,0x33,0x22, 0x33,0x22,0x33,0x22, 0x33,0x22,0x33,0x22, 0x33,0x22,0x33,0x22, 0x33,0x22,0x33,0x22, 0x33,0x22,0x33,0x22, 0x33,0x22,0x33,0x22, 0x33,0x22,0x33,0x22, 0x33,0x22,0x33,0x22, 0x33,0x22,0x33,0x22, 0x33,0x22,0x33,0x22, 0x33,0x22,0x33,0x22, 0x33,0x22,0x33,0x22, 0x33,0x22,0x33,0x22, 0x33,0x22,0x33,0x22, 0x33,0x22,0x33,0x22, 0x33,0x22,0x33,0x22, 0x33,0x22,0x33,0x22, 0x33,0x22,0x33,0x22, 0x33,0x22,0x33,0x22, 0x33,0x22,0x33,0x22, 0x33,0x22,0x33,0x22, 0x33,0x22,0x33,0x22, 0x33,0x22,0x33,0x22, 0x33,0x22,0x33,0x22, 0x33,0x22,0x33,0x22, 0x33,0x22,0x33,0x22, 0x33,0x22,0x33,0x22, 0x33,0x22,0x33,0x22, 0x33,0x22,0x33,0x22, 0x33,0x22,0x33,0x22} ; void CALLBACK display(void) { glClearColor (1.0,1.0,1.0,1.0); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glColor3f(0.0F,0.0F,0.0F); glPushMatrix(); glRotatef(angley,0.0F,1.0F,0.0F) ; glRotatef(anglex,1.0F,0.0F,0.0F) ; switch ( obj ) { case 0 : glPointSize(10.0f); glBegin(GL_POINTS) ; glVertex3f(-7.0F,4.0F,1.0F) ; glVertex3f(8.0F,-1.0F,-2.0F) ; glVertex3f(-3.0F,7.0F,3.0F) ; glVertex3f(-1.0F,-8.0F,0.0F) ; glVertex3f(2.0F,-4.0F,5.0F) ; glVertex3f(5.0F,8.0F,1.0F) ; glEnd() ; glPointSize(1.0f); break ; case 1 : glLineWidth(10.0f); glBegin(GL_LINES) ; glVertex3f(-7.0F,4.0F,-1.0F) ; glVertex3f(8.0F,-1.0F,2.0F) ; glEnd() ; glLineWidth(5.0f); glBegin(GL_LINES) ; glVertex3f(-3.0F,7.0F,0.0F) ; glVertex3f(-1.0F,-8.0F,4.0F) ; glEnd() ; glLineWidth(2.0f); glBegin(GL_LINES) ; glVertex3f(2.0F,-4.0F,-2.0F) ; glVertex3f(5.0F,8.0F,3.0F) ; glEnd() ; glLineWidth(1.0f); break ; case 2 : glLineStipple(1,0x3456); glBegin(GL_LINE_STRIP) ; glVertex3f(-7.0F,4.0F,-1.0F) ; glVertex3f(8.0F,-1.0F,2.0F) ; glVertex3f(-3.0F,7.0F,0.0F) ; glVertex3f(-1.0F,-8.0F,4.0F) ; glVertex3f(2.0F,-4.0F,-2.0F) ; glVertex3f(5.0F,8.0F,3.0F) ; glEnd() ; glLineStipple(1,0xFFFF); break ; case 3 : glLineStipple(10,0x3456); glBegin(GL_LINE_LOOP) ; glVertex3f(-7.0F,4.0F,-1.0F) ; glVertex3f(8.0F,-1.0F,2.0F) ; glVertex3f(-3.0F,7.0F,0.0F) ; glVertex3f(-1.0F,-8.0F,4.0F) ; glVertex3f(2.0F,-4.0F,-2.0F) ; glVertex3f(5.0F,8.0F,3.0F) ; glEnd() ; glLineStipple(1,0xFFFF); break ; case 4 : glPolygonStipple(fly); glBegin(GL_POLYGON) ; glColor3f(0.0F,0.0F,1.0F) ; glVertex3f(-7.0F,4.0F,0.0F) ; glVertex3f(-3.0F,7.0F,0.0F) ; glVertex3f(5.0F,8.0F,0.0F) ; glVertex3f(8.0F,-1.0F,0.0F) ; glVertex3f(2.0F,-4.0F,0.0F) ; glVertex3f(-1.0F,-8.0F,0.0F) ; glEnd() ; glPolygonStipple(uni); break ; case 5 : glPolygonStipple(ray); glBegin(GL_QUADS) ; glColor3f(0.0F,0.0F,1.0F) ; glVertex3f(-7.0F,2.0F,1.0F) ; glVertex3f(-1.0F,7.0F,1.0F) ; glVertex3f(2.0F,6.0F,1.0F) ; glVertex3f(-6.0F,-3.0F,1.0F) ; glColor3f(1.0F,0.0F,0.0F) ; glVertex3f(3.0F,-8.0F,-2.0F) ; glVertex3f(7.0F,-5.0F,-2.0F) ; glVertex3f(9.0F,2.0F,-2.0F) ; glVertex3f(1.0F,-3.0F,-2.0F) ; glEnd() ; glPolygonStipple(uni); break ; case 6 : glPolygonMode(GL_FRONT,GL_LINE); glPolygonMode(GL_BACK,GL_POINT); glPointSize(5.0f); glLineWidth(2.0f); glBegin(GL_QUAD_STRIP) ; glColor3f(0.0F,0.0F,1.0F) ; glVertex3f(-7.0F,5.0F,0.0F) ; glVertex3f(-3.0F,8.0F,0.0F) ; glColor3f(1.0F,0.0F,0.0F) ; glVertex3f(-4.0F,-2.0F,0.0F) ; glVertex3f(0.0F,3.0F,0.0F) ; glColor3f(0.0F,1.0F,0.0F) ; glVertex3f(2.0F,-2.5F,0.0F) ; glVertex3f(3.0F,5.0F,0.0F) ; glColor3f(0.0F,1.0F,1.0F) ; glVertex3f(8.5F,0.0F,0.0F) ; glVertex3f(8.0F,2.0F,0.0F) ; glEnd() ; glPointSize(1.0f); glLineWidth(1.0f); glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); break ; case 7 : glEnable(GL_CULL_FACE); glCullFace(GL_FRONT); glBegin(GL_TRIANGLES) ; glColor3f(0.0F,0.0F,1.0F) ; glVertex3f(-7.0F,-6.0F,2.0F) ; glVertex3f(-5.0F,7.0F,-4.0F) ; glVertex3f(2.0F,-5.0F,-1.0F) ; glColor3f(0.0F,1.0F,0.0F) ; glVertex3f(-3.0F,8.0F,-5.0F) ; glVertex3f(7.0F,-5.0F,3.0F) ; glVertex3f(9.0F,7.0F,2.0F) ; glEnd() ; glCullFace(GL_NONE); glDisable(GL_CULL_FACE); break ; case 8 : glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glBegin(GL_TRIANGLE_STRIP) ; glColor3f(0.0F,0.0F,1.0F) ; glVertex3f(-7.0F,5.0F,3.0F) ; glVertex3f(-3.0F,8.0F,2.0F) ; glColor3f(1.0F,0.0F,0.0F) ; glVertex3f(-4.0F,-2.0F,-1.0F) ; glVertex3f(0.0F,3.0F,0.0F) ; glColor3f(0.0F,1.0F,0.0F) ; glVertex3f(2.0F,-2.5F,5.0F) ; glVertex3f(3.0F,5.0F,3.0F) ; glColor3f(0.0F,1.0F,1.0F) ; glVertex3f(8.5F,0.0F,-1.0F) ; glVertex3f(8.0F,2.0F,-2.0F) ; glEnd() ; glDisable(GL_CULL_FACE); break ; case 9 : glPolygonMode(GL_FRONT,GL_LINE); glPolygonMode(GL_BACK,GL_FILL); glBegin(GL_TRIANGLE_FAN) ; glColor3f(0.0F,0.0F,1.0F) ; glVertex3f(0.0F,7.0F,3.0F) ; glColor3f(1.0F,0.0F,0.0F) ; glVertex3f(-7.0F,-2.0F,2.0F) ; glColor3f(0.0F,1.0F,0.0F) ; glVertex3f(-4.0F,-6.0F,-1.0F) ; glColor3f(1.0F,0.0F,0.0F) ; glVertex3f(-1.0F,-8.0F,0.0F) ; glColor3f(0.0F,1.0F,0.0F) ; glVertex3f(1.0F,-1.0F,5.0F) ; glColor3f(1.0F,0.0F,0.0F) ; glVertex3f(3.0F,-4.0F,3.0F) ; glColor3f(0.0F,1.0F,0.0F) ; glVertex3f(6.0F,1.0F,-1.0F) ; glColor3f(1.0F,0.0F,0.0F) ; glVertex3f(8.0F,5.0F,-2.0F) ; glEnd() ; glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); } glPopMatrix(); glFlush(); auxSwapBuffers(); } void myinit (void) { glEnable(GL_DEPTH_TEST); glEnable(GL_LINE_STIPPLE); glEnable(GL_POLYGON_STIPPLE); } void CALLBACK myReshape(int w, int h) { glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-10.0,10.0,-10.0/w*h,10.0/w*h,-20.0,20.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity (); } void CALLBACK up(void) { anglex -= 2 ; } void CALLBACK down(void) { anglex += 2 ; } void CALLBACK left(void) { angley -= 2 ; } void CALLBACK right(void) { angley += 2 ; } void CALLBACK space(void) { obj++ ; if ( obj == 10 ) obj = 0 ; } void main(void) { auxInitDisplayMode(AUX_DOUBLE|AUX_RGBA|AUX_DEPTH); auxInitPosition(0,0,200,200); auxInitWindow("Attributs de dessin"); myinit(); auxKeyFunc(AUX_UP,up) ; auxKeyFunc(AUX_DOWN,down) ; auxKeyFunc(AUX_LEFT,left) ; auxKeyFunc(AUX_RIGHT,right) ; auxKeyFunc(AUX_SPACE,space) ; auxReshapeFunc (myReshape); auxMainLoop(display); }
RETOUR