
Le source : TD-CylindreEtCone.cpp
#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
static float anglex = 0.0F ;
static float angley = 0.0F ;
void cylindre(double h,double r,int n) {
double *cs =(double *) calloc(n+1,sizeof(double)) ;
double *sn =(double *) calloc(n+1,sizeof(double)) ;
double *ncs =(double *) calloc(n+1,sizeof(double)) ;
double *nsn =(double *) calloc(n+1,sizeof(double)) ;
cs[0] = cs[n] = r ;
sn[0] = sn[n] = 0.0 ;
ncs[0] = ncs[n] = 1.0 ;
nsn[0] = nsn[n] = 0.0 ;
for ( int i = 1 ; i < n ; i++ ) {
double a = 3.14159/n*2*i ;
ncs[i] = cos(a) ;
nsn[i] = sin(a) ;
cs[i] = r*ncs[i] ;
sn[i] = r*nsn[i] ; }
glBegin(GL_POLYGON) ;
glNormal3f(0.0,1.0,0.0) ;
for ( i = 0 ; i < n ; i++ ) {
glVertex3d(cs[i],h/2,sn[i]); }
glEnd() ;
glBegin(GL_POLYGON) ;
glNormal3f(0.0,-1.0,0.0) ;
for ( i = 0 ; i < n ; i++ ) {
glVertex3d(cs[i],-h/2,sn[i]); }
glEnd() ;
glBegin(GL_QUADS) ;
for ( i = 0 ; i < n ; i++ ) {
glNormal3d(ncs[i],0.0,nsn[i]) ;
glVertex3d(cs[i],h/2,sn[i]);
glNormal3d(ncs[i+1],0.0,nsn[i+1]) ;
glVertex3d(cs[i+1],h/2,sn[i+1]);
glVertex3d(cs[i+1],-h/2,sn[i+1]);
glNormal3d(ncs[i],0.0,nsn[i]) ;
glVertex3d(cs[i],-h/2,sn[i]); }
glEnd() ;
free(sn) ;
free(cs) ;
free(nsn) ;
free(ncs) ;
}
void cone(double h,double r,int n) {
double *cs =(double *) calloc(n+1,sizeof(double)) ;
double *sn =(double *) calloc(n+1,sizeof(double)) ;
double *ncs =(double *) calloc(n+1,sizeof(double)) ;
double *nsn =(double *) calloc(n+1,sizeof(double)) ;
cs[0] = cs[n] = r ;
sn[0] = sn[n] = 0.0 ;
ncs[0] = ncs[n] = 1.0 ;
nsn[0] = nsn[n] = 0.0 ;
for ( int i = 1 ; i < n ; i++ ) {
double a = 3.14159/n*2*i ;
ncs[i] = cos(a) ;
nsn[i] = sin(a) ;
cs[i] = r*ncs[i] ;
sn[i] = r*nsn[i] ; }
glBegin(GL_POLYGON) ;
glNormal3f(0.0,-1.0,0.0) ;
for ( i = 0 ; i < n ; i++ ) {
glVertex3d(cs[i],-h/2,sn[i]); }
glEnd() ;
glBegin(GL_QUADS) ;
for ( i = 0 ; i < n ; i++ ) {
glNormal3d(ncs[i],0.0,nsn[i]) ;
glVertex3d(0,h/2,0);
glNormal3d(ncs[i+1],0.0,nsn[i+1]) ;
glVertex3d(0,h/2,0);
glVertex3d(cs[i+1],-h/2,sn[i+1]);
glNormal3d(ncs[i],0.0,nsn[i]) ;
glVertex3d(cs[i],-h/2,sn[i]); }
glEnd() ;
/* glBegin(GL_TRIANGLES) ;
for ( i = 0 ; i < n ; i++ ) {
glNormal3d(ncs[i],0.0,nsn[i]) ;
glVertex3d(0.0,h/2,0.0);
glNormal3d(ncs[i],0.0,nsn[i]) ;
glVertex3d(cs[i],-h/2,sn[i]);
glNormal3d(ncs[i+1],0.0,nsn[i+1]) ;
glVertex3d(cs[i+1],-h/2,sn[i+1]);
}*/
glEnd() ;
free(sn) ;
free(cs) ;
free(nsn) ;
free(ncs) ;
}
void CALLBACK display(void) {
glClearColor(0.5F,0.5F,0.5F,0.0F);
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) ;
float jaune[] = { 1.0F,1.0F,0.5F,1.0F };
float bleu[] = { 0.0F,0.0F,1.0F,1.0F };
glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,bleu) ;
glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,jaune) ;
glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,90) ;
glTranslatef(0.0F,0.7F,0.0F) ;
cylindre(0.8,0.4,40) ;
float rouge[] = { 1.0F,0.2F,0.2F,1.0F };
glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,rouge) ;
glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,jaune) ;
glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,90) ;
glTranslatef(0.0F,-1.1F,0.0F) ;
cone(1.4,0.4,40) ;
glPopMatrix();
glFlush();
auxSwapBuffers();
}
void myinit (void) {
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
float jaune[] = { 0.6F,0.6F,0.0F,1.0F };
glLightfv(GL_LIGHT0,GL_SPECULAR,jaune) ;
}
void CALLBACK myReshape(int w, int h) {
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1.3,1.3,-1.3/w*h,1.3/w*h,-3.0,3.0);
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_RGBA|AUX_DEPTH);
auxInitPosition (0,0,300,300);
auxInitWindow("Cylindre et cone") ;
myinit();
auxKeyFunc(AUX_UP,up) ;
auxKeyFunc(AUX_DOWN,down) ;
auxKeyFunc(AUX_LEFT,left) ;
auxKeyFunc(AUX_RIGHT,right) ;
auxReshapeFunc(myReshape);
auxMainLoop(display);
}
RETOUR