L'exécutable

Le source: Material.cpp

/*
 * (c) Copyright 1993, Silicon Graphics, Inc.
 * ALL RIGHTS RESERVED 
 * Permission to use, copy, modify, and distribute this software for 
 * any purpose and without fee is hereby granted, provided that the above
 * copyright notice appear in all copies and that both the copyright notice
 * and this permission notice appear in supporting documentation, and that 
 * the name of Silicon Graphics, Inc. not be used in advertising
 * or publicity pertaining to distribution of the software without specific,
 * written prior permission. 
 *
 * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
 * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
 * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
 * FITNESS FOR A PARTICULAR PURPOSE.  IN NO EVENT SHALL SILICON
 * GRAPHICS, INC.  BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
 * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
 * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
 * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
 * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC.  HAS BEEN
 * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
 * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
 * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
 * 
 * US Government Users Restricted Rights 
 * Use, duplication, or disclosure by the Government is subject to
 * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
 * (c)(1)(ii) of the Rights in Technical Data and Computer Software
 * clause at DFARS 252.227-7013 and/or in similar or successor
 * clauses in the FAR or the DOD or NASA FAR Supplement.
 * Unpublished-- rights reserved under the copyright laws of the
 * United States.  Contractor/manufacturer is Silicon Graphics,
 * Inc., 2011 N.  Shoreline Blvd., Mountain View, CA 94039-7311.
 *
 * OpenGL(TM) is a trademark of Silicon Graphics, Inc.
 */

/*
 * material.c
 * This program demonstrates the use of the GL lighting model.
 * Several objects are drawn using different material characteristics.
 * A single light source illuminates the objects.
 */


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

#include "ModuleCouleurs.h"
#include "ModuleManipulateur.h"
#include "ModuleMenus.h"
#include "ModuleReshape.h"

void myinit(void) { 
  GLfloat position[] = {0.0F,3.0F,2.0F,0.0F}; 
  GLfloat local_view[] = {0.0F}; 
  glEnable(GL_DEPTH_TEST); 
  glDepthFunc(GL_LESS); 
  glLightfv(GL_LIGHT0,GL_AMBIENT,couleurNoir()); 
  glLightfv(GL_LIGHT0,GL_DIFFUSE,couleurBlanc()); 
  glLightfv(GL_LIGHT0,GL_POSITION,position); 
  glLightModelfv(GL_LIGHT_MODEL_AMBIENT,couleurGrisMoyen()); 
  glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER,local_view); 
  glEnable(GL_LIGHTING); 
  glEnable(GL_LIGHT0); 
  glClearColor(0.0F,0.1F,0.1F,0.0F); 
  glEnable(GL_AUTO_NORMAL);
  glEnable(GL_NORMALIZE);

  
void display(void) { 
  GLfloat no_mat[] = { 0.0F,0.0F,0.0F,1.0F };
  GLfloat mat_ambient[] = { 0.7F,0.7F,0.7F,1.0F };
  GLfloat mat_ambient_color[] = { 0.8F,0.8F,0.2F,1.0F };
  GLfloat mat_diffuse[] = { 0.1F,0.5F,0.8F,1.0F };
  GLfloat mat_specular[] = { 1.0F,1.0F,1.0F,1.0F };
  GLfloat no_shininess[] = { 0.0F };
  GLfloat low_shininess[] = { 5.0F };
  GLfloat high_shininess[] = { 100.0F };
  GLfloat mat_emission[] = {0.3F,0.2F,0.2F,0.0F};
  glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
  glPushMatrix();
  manipulateurSouris();
  manipulateurClavier();
  glPushMatrix();
  glTranslatef(-3.75F,3.0F,0.0F);
  glMaterialfv(GL_FRONT,GL_AMBIENT,no_mat);
  glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
  glMaterialfv(GL_FRONT,GL_SPECULAR,no_mat);
  glMaterialfv(GL_FRONT,GL_SHININESS,no_shininess);
  glMaterialfv(GL_FRONT,GL_EMISSION,no_mat);
  glutSolidSphere(1.0,24,24);
  glPopMatrix();
  glPushMatrix();
  glTranslatef(-1.25F,3.0F,0.0F);
  glMaterialfv(GL_FRONT,GL_AMBIENT,no_mat);
  glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
  glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
  glMaterialfv(GL_FRONT,GL_SHININESS,low_shininess);
  glMaterialfv(GL_FRONT,GL_EMISSION,no_mat);
  glutSolidSphere(1.0,24,24);
  glPopMatrix();
  glPushMatrix();
  glTranslatef(1.25F,3.0F,0.0F);
  glMaterialfv(GL_FRONT,GL_AMBIENT,no_mat);
  glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
  glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
  glMaterialfv(GL_FRONT,GL_SHININESS,high_shininess);
  glMaterialfv(GL_FRONT,GL_EMISSION,no_mat);
  glutSolidSphere(1.0,24,24);
  glPopMatrix();
  glPushMatrix();
  glTranslatef(3.75F,3.0F,0.0F);
  glMaterialfv(GL_FRONT,GL_AMBIENT,no_mat);
  glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
  glMaterialfv(GL_FRONT,GL_SPECULAR,no_mat);
  glMaterialfv(GL_FRONT,GL_SHININESS,no_shininess);
  glMaterialfv(GL_FRONT,GL_EMISSION,mat_emission);
  glutSolidSphere(1.0,24,24);
  glPopMatrix();
  glPushMatrix();
  glTranslatef(-3.75F,0.0F,0.0F);
  glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient);
  glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
  glMaterialfv(GL_FRONT,GL_SPECULAR,no_mat);
  glMaterialfv(GL_FRONT,GL_SHININESS,no_shininess);
  glMaterialfv(GL_FRONT,GL_EMISSION,no_mat);
  glutSolidSphere(1.0,24,24);
  glPopMatrix();
  glPushMatrix();
  glTranslatef(-1.25F,0.0F,0.0F);
  glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient);
  glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
  glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
  glMaterialfv(GL_FRONT,GL_SHININESS,low_shininess);
  glMaterialfv(GL_FRONT,GL_EMISSION,no_mat);
  glutSolidSphere(1.0,24,24);
  glPopMatrix();
  glPushMatrix();
  glTranslatef(1.25F,0.0F,0.0F);
  glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient);
  glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
  glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
  glMaterialfv(GL_FRONT,GL_SHININESS,high_shininess);
  glMaterialfv(GL_FRONT,GL_EMISSION,no_mat);
  glutSolidSphere(1.0,24,24);
  glPopMatrix();
  glPushMatrix();
  glTranslatef(3.75F,0.0F,0.0F);
  glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient);
  glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
  glMaterialfv(GL_FRONT,GL_SPECULAR,no_mat);
  glMaterialfv(GL_FRONT,GL_SHININESS,no_shininess);
  glMaterialfv(GL_FRONT,GL_EMISSION,mat_emission);
  glutSolidSphere(1.0,24,24);
  glPopMatrix();
  glPushMatrix();
  glTranslatef(-3.75F,-3.0F,0.0F);
  glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient_color);
  glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
  glMaterialfv(GL_FRONT,GL_SPECULAR,no_mat);
  glMaterialfv(GL_FRONT,GL_SHININESS,no_shininess);
  glMaterialfv(GL_FRONT,GL_EMISSION,no_mat);
  glutSolidSphere(1.0,24,24);
  glPopMatrix();
  glPushMatrix();
  glTranslatef(-1.25F,-3.0F,0.0F);
  glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient_color);
  glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
  glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
  glMaterialfv(GL_FRONT,GL_SHININESS,low_shininess);
  glMaterialfv(GL_FRONT,GL_EMISSION,no_mat);
  glutSolidSphere(1.0,24,24);
  glPopMatrix();
  glPushMatrix();
  glTranslatef(1.25F,-3.0F,0.0F);
  glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient_color);
  glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
  glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
  glMaterialfv(GL_FRONT,GL_SHININESS,high_shininess);
  glMaterialfv(GL_FRONT,GL_EMISSION,no_mat);
  glutSolidSphere(1.0,24,24);
  glPopMatrix();
  glPushMatrix();
  glTranslatef(3.75F,-3.0F,0.0F);
  glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient_color);
  glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
  glMaterialfv(GL_FRONT,GL_SPECULAR,no_mat);
  glMaterialfv(GL_FRONT,GL_SHININESS,no_shininess);
  glMaterialfv(GL_FRONT,GL_EMISSION,mat_emission);
  glutSolidSphere(1.0,24,24);
  glPopMatrix();
  glPopMatrix();
  glFlush(); 
  glutSwapBuffers();

  
int main(int argc,char **argv) {
  glutInit(&argc,argv);
  glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE);
  glutInitWindowSize(340,250); 
  glutInitWindowPosition(50,50); 
  glutCreateWindow("Material"); 
  myinit(); 
  creationMenuBasique();
  setParametresOrthoBasique(-4.5,4.5,-4.5,4.5,-500.0,500.0);
  setManipulateurDistance(1.0F);
  glutReshapeFunc(reshapeOrthoBasique);
  glutKeyboardFunc(keyBasique);
  glutSpecialFunc(specialBasique);
  glutMotionFunc(motionBasique);
  glutMouseFunc(sourisBasique);
  glutDisplayFunc(display);
  glutMainLoop();
  return(0);
}

Les modules utilitaires : Modules.zip

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