L'exécutable
Le source:
Transparences.cpp
#include "windows.h"
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>
#include <stdio.h>
#include <math.h>
static GLfloat view_rotx=1.0F ;
static GLfloat view_roty=1.0F ;
static GLfloat view_rotz=1.0F ;
void myinit(void) {
GLfloat light_ambient[] = { 0.0F,0.0F,0.0F,1.0F };
GLfloat light_diffuse[] = { 1.0F,1.0F,1.0F,0.5F };
GLfloat light_specular[] = { 0.0F,0.0F,0.0F,1.0F };
GLfloat light_position0[] = { 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_position0);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_ALPHA_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
}
void display1(void) {
float rouge[] = { 1.0F,0.0F,0.0F,0.5F };
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(view_rotx,1.0,0.0,0.0);
glRotatef(view_roty,0.0,1.0,0.0);
glRotatef(view_rotz,0.0,0.0,1.0);
glPushMatrix();
glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,rouge) ;
auxSolidBox(17.0,5.0,10.0) ;
glPopMatrix();
glPopMatrix();
}
void display2(void) {
float blanc[] = { 1.0F,1.0F,1.0F,0.5F };
glPushMatrix();
glRotatef(view_rotx,1.0,0.0,0.0);
glRotatef(view_roty,0.0,1.0,0.0);
glRotatef(view_rotz,0.0,0.0,1.0);
glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,blanc) ;
glPushMatrix();
auxSolidBox(9.0,9.0,18.0) ;
glPopMatrix();
glPopMatrix();
}
void CALLBACK display(void) {
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix() ;
display1() ;
display2() ;
glPopMatrix() ;
glFlush();
auxSwapBuffers() ;
}
void CALLBACK myReshape(int w,int h) {
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-11,11,-h*11.0/w,h*11.0/w,-15.0,15.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void CALLBACK keyx(void) {
view_rotx += 2 ;
}
void CALLBACK keyX(void) {
view_rotx -= 2 ;
}
void CALLBACK keyy(void) {
view_roty += 2 ;
}
void CALLBACK keyY(void) {
view_roty -= 2 ;
}
void CALLBACK keyz(void) {
view_rotz += 2 ;
}
void CALLBACK keyZ(void) {
view_rotz -= 2 ;
}
void main(void) {
auxInitDisplayMode(AUX_DOUBLE|AUX_RGB|AUX_DEPTH);
auxInitPosition(0,0,300,300);
auxInitWindow("Transparences");
myinit();
auxKeyFunc(AUX_x,keyx) ;
auxKeyFunc(AUX_X,keyX) ;
auxKeyFunc(AUX_y,keyy) ;
auxKeyFunc(AUX_Y,keyY) ;
auxKeyFunc(AUX_z,keyz) ;
auxKeyFunc(AUX_Z,keyZ) ;
auxReshapeFunc(myReshape);
auxMainLoop(display);
}
RETOUR