L'exécutable

Le source: SurfaceBezier.cpp

#include <windows.h>

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

GLfloat pts[4][4][3] = { 
  { {-1.5,-1.5,4.0},{-0.5,-1.5,2.0}, 
    {0.5,-1.5,-1.0},{1.5,-1.5,2.0}}, 
  { {-1.5,-0.5,1.0},{-0.5,-0.5,3.0}, 
    {0.5,-0.5,0.0},{1.5,-0.5,-1.0}}, 
  { {-1.5,0.5,4.0},{-0.5,0.5,0.0}, 
    {0.5,0.5,3.0},{1.5,0.5,4.0}}, 
  { {-1.5,1.5,-2.0},{-0.5,1.5,-2.0}, 
    {0.5,1.5,0.0},{1.5,1.5,-1.0}}}; 
static float anglex = 0.0F ;
static float angley = 0.0F ;
  
void initlights(void) { 
  GLfloat ambient[] = { 0.2F,0.2F,0.2F,1.0F }; 
  GLfloat pos[] = { 0.0F,0.0F,2.0F,1.0F }; 
  GLfloat diffuse[] = { 0.6F,0.6F,0.6F,1.0F }; 
  GLfloat spec[] = { 1.0F,1.0F,1.0F,1.0F }; 
  GLfloat shininess[] = { 50.0F }; 
  glEnable(GL_LIGHTING); 
  glEnable(GL_LIGHT0); 
  glLightfv(GL_LIGHT0,GL_AMBIENT,ambient); 
  glLightfv(GL_LIGHT0,GL_POSITION,pos); 
  glMaterialfv(GL_FRONT,GL_DIFFUSE,diffuse); 
  glMaterialfv(GL_FRONT,GL_SPECULAR,spec); 
  glMaterialfv(GL_FRONT,GL_SHININESS,shininess); 
} 
  
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) ;
  glRotatef(85.0,1.0,1.0,1.0); 
  glEvalMesh2(GL_FILL,0,20,0,20); 
  glPopMatrix(); 
  glFlush();
  auxSwapBuffers();
} 
  
void myinit(void) { 
  glClearColor(0.8,0.8,1.0,1.0); 
  glEnable(GL_DEPTH_TEST); 
  glMap2f(GL_MAP2_VERTEX_3,0,1,3,4,0,1,12,4,&pts[0][0][0]); 
  glEnable(GL_MAP2_VERTEX_3); 
  glEnable(GL_AUTO_NORMAL); 
  glEnable(GL_NORMALIZE); 
  glMapGrid2f(20,0.0,1.0,20,0.0,1.0); 
  initlights(); 
} 
  
void CALLBACK myReshape(int w,int h) { 
  glViewport(0,0,w,h); 
  glMatrixMode(GL_PROJECTION); 
  glLoadIdentity(); 
  if ( w <= h ) 
    glOrtho(-3.2,3.2,-3.2*(float)h/(float)w,3.2*(float)h/(float)w,-4.0,4.0); 
    else 
    glOrtho(-3.2*(float)w/(float)h,3.2*(float)w/(float)h,-3.2,3.2,-4.0,4.0); 
  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_RGB|AUX_DEPTH); 
  auxInitPosition(0,0,300,230); 
  auxInitWindow("Surface de Bézier"); 
  myinit(); 
  auxKeyFunc(AUX_UP,up) ;
  auxKeyFunc(AUX_DOWN,down) ;
  auxKeyFunc(AUX_LEFT,left) ;
  auxKeyFunc(AUX_RIGHT,right) ;
  auxReshapeFunc(myReshape); 
  auxMainLoop(display); 
} 
 RETOUR