L'exécutable

Le source: Tea.cpp
#include "windows.h"

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

#include <stdio.h>

static float anglex = 0.0F ;
static float angley = 0.0F ;

void myinit(void) {
  GLfloat light_ambient[] = { 0.0F,0.0F,0.0F,1.0F };
  GLfloat light_diffuse[] = { 1.0F,1.0F,1.0F,1.0F };
  GLfloat light_specular[] = { 1.0F,1.0F,1.0F,1.0F };
  GLfloat light_position[] = { 1.0F,1.0F,1.0F,0.0F };
  glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);
  glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse);
  glLightfv(GL_LIGHT0,GL_SPECULAR,light_specular);
  glLightfv(GL_LIGHT0,GL_POSITION,light_position);
  glFrontFace(GL_CW);
  glEnable(GL_LIGHTING);
  glEnable(GL_LIGHT0);
  glEnable(GL_AUTO_NORMAL);
  glEnable(GL_NORMALIZE);
  glDepthFunc(GL_LESS);
  glEnable(GL_DEPTH_TEST);
}

void CALLBACK display(void) {
  GLdouble eqn[4] = {1.0,0.0,-1.0,1.0};
  GLfloat two_side_on[] = { GL_TRUE };
  GLfloat two_side_off[] = { GL_FALSE };
  GLfloat mat_diffuse[] = { 0.8F,0.8F,0.8F,1.0F };
  GLfloat back_diffuse[] = { 0.8F,0.2F,0.8F,1.0F };
  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) ;
  glPushMatrix();
  glClipPlane(GL_CLIP_PLANE0,eqn);
  glEnable(GL_CLIP_PLANE0); 
  glPushMatrix();
  glTranslatef(0.0F,2.0F,0.0F);
  auxSolidTeapot(1.0);
  glPopMatrix();
  glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
  glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,mat_diffuse);
  glPushMatrix();
  glTranslatef(0.0F,0.0F,0.0F);
  auxSolidTeapot(1.0);
  glPopMatrix();
  glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
  glMaterialfv(GL_BACK,GL_DIFFUSE,back_diffuse);
  glPushMatrix();
  glTranslatef(0.0F,-2.0F,0.0F);
  auxSolidTeapot(1.0);
  glPopMatrix();
  glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_FALSE);
  glDisable(GL_CLIP_PLANE0);
  glPopMatrix();
  glPopMatrix();
  glFlush();
  auxSwapBuffers();
}

void CALLBACK myReshape(int w,int h) {
  glViewport(0,0,w,h);
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  if(w <= h) 
	  glOrtho(-2.0,2.0,-2.0*(GLfloat)h/(GLfloat)w,2.0*(GLfloat)h/(GLfloat)w,-10.0,10.0);
    else 
	  glOrtho(-2.0*(GLfloat)w/(GLfloat)h,2.0*(GLfloat)w/(GLfloat)h,-2.0,2.0,-10.0,10.0);
  glMatrixMode(GL_MODELVIEW);
}

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 main(void) {
  auxInitDisplayMode(AUX_DOUBLE|AUX_RGB|AUX_DEPTH);
  auxInitPosition(0,0,200,300);
  auxInitWindow("Un teapot clippé");
  myinit();
  auxKeyFunc(AUX_UP,up) ;
  auxKeyFunc(AUX_DOWN,down) ;
  auxKeyFunc(AUX_LEFT,left) ;
  auxKeyFunc(AUX_RIGHT,right) ;
  auxReshapeFunc(myReshape);
  auxMainLoop(display);
}

RETOUR