

Le source : TD-PlacementCylindreEtCone.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 h = 0.5F ;
static int scene = 1 ;
void CALLBACK display(void) {
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(anglex,1.0F,0.0F,0.0F) ;
auxWireSphere(0.1);
if ( scene )
auxWireCylinder(1.0,h);
else
auxWireCone(1.0,h);
glPopMatrix();
glFlush();
auxSwapBuffers();
}
void myinit (void) {
glClearColor(0.5F,0.5F,0.5F,0.0F);
glColor3f(1.0F,1.0F,1.0F);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
}
void CALLBACK myReshape(int w, int h) {
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1.5,1.5,-1.5/w*h,1.5/w*h,-3.0,3.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void CALLBACK up(void) {
anglex++ ;
}
void CALLBACK down(void) {
anglex-- ;
}
void CALLBACK left(void) {
h += 0.1f ;
}
void CALLBACK right(void) {
h -= 0.1f ;
}
void CALLBACK enter(void) {
scene = 1-scene ;
}
void main(void) {
auxInitDisplayMode(AUX_DOUBLE|AUX_RGBA|AUX_DEPTH);
auxInitPosition (0,0,300,300);
auxInitWindow("Placement cylindre et cone") ;
myinit();
auxKeyFunc(AUX_UP,up) ;
auxKeyFunc(AUX_DOWN,down) ;
auxKeyFunc(AUX_LEFT,left) ;
auxKeyFunc(AUX_RIGHT,right) ;
auxKeyFunc(AUX_RETURN,enter) ;
auxReshapeFunc(myReshape);
auxMainLoop(display);
}
RETOUR