
#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 ;
static int np = 40;
struct point3D {
float x ;
float y ;
float z ; } ;
struct vecteur3D {
float dx ;
float dy ;
float dz ; } ;
void cylindre(double r,double h) {
point3D *tab =(point3D *) malloc(2*np*sizeof(point3D)) ;
for ( int i = 0 ; i < np ; i++ ) {
double a = 3.14159/np*2*i ;
double cs = cos(a) ;
double sn = sin(a) ;
tab[i].x = tab[i+np].x =(float) (r*cs) ;
tab[i].y =(float) (h/2.0) ;
tab[i+np].y =(float) (-h/2.0) ;
tab[i].z = tab[i+np].z =(float) (-r*sn) ; }
glBegin(GL_POLYGON) ;
for ( i = 0 ; i < np ; i++ ) {
glVertex3fv((float *) &tab[i]) ; }
glEnd() ;
glBegin(GL_POLYGON) ;
for ( i = 2*np-1 ; i >= np ; i-- ) {
glVertex3fv((float *) &tab[i]) ; }
glEnd() ;
glBegin(GL_QUAD_STRIP) ;
for ( i = 0 ; i <= np ; i++ ) {
glVertex3fv((float *) &tab[i%np]);
glVertex3fv((float *) &tab[(i%np)+np]); }
glEnd() ;
free(tab) ;
}
void cylindreAvecNormales(double r,double h) {
float normale[3];
glGetFloatv(GL_CURRENT_NORMAL,normale) ;
point3D *tab =(point3D *) malloc(2*np*sizeof(point3D)) ;
vecteur3D *norm =(vecteur3D *) malloc(np*sizeof(vecteur3D)) ;
for ( int i = 0 ; i < np ; i++ ) {
double a = 3.14159/np*2*i ;
double cs = cos(a) ;
double sn = sin(a) ;
tab[i].x = tab[i+np].x =(float) (r*cs) ;
tab[i].y =(float) (h/2.0) ;
tab[i+np].y =(float) (-h/2.0) ;
tab[i].z = tab[i+np].z =(float) (-r*sn) ;
norm[i].dx =(float) cs ;
norm[i].dy =(float) 0.0 ;
norm[i].dz =(float) -sn ; }
glBegin(GL_POLYGON) ;
for ( i = 0 ; i < np ; i++ ) {
glNormal3f(0.0f,1.0f,0.0f);
glVertex3fv((float *) &tab[i]) ; }
glEnd() ;
glBegin(GL_POLYGON) ;
for ( i = 2*np-1 ; i >= np ; i-- ) {
glNormal3f(0.0f,-1.0f,0.0f);
glVertex3fv((float *) &tab[i]) ; }
glEnd() ;
glBegin(GL_QUAD_STRIP) ;
for ( i = 0 ; i <= np ; i++ ) {
glNormal3fv((float *) &norm[i%np]);
glVertex3fv((float *) &tab[i%np]);
glVertex3fv((float *) &tab[(i%np)+np]); }
glEnd() ;
free(tab) ;
free(norm) ;
glNormal3fv(normale) ;
}
void CALLBACK display(void) {
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();
float bleu[] = { 0.0F,0.0F,1.0F,1.0F };
float jaune[] = { 1.0F,1.0F,0.0F,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,0.65F,0.0F) ;
glNormal3f(0.0f,0.0f,1.0f);
cylindre(0.4,0.8) ;
glPopMatrix();
glPushMatrix();
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,-0.65F,0.0F) ;
cylindreAvecNormales(0.4,0.8) ;
glPopMatrix();
glPopMatrix();
glFlush();
auxSwapBuffers();
}
void myinit (void) {
glClearColor(0.5F,0.5F,0.5F,0.0F);
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) ;
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
}
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") ;
myinit();
auxKeyFunc(AUX_UP,up) ;
auxKeyFunc(AUX_DOWN,down) ;
auxKeyFunc(AUX_LEFT,left) ;
auxKeyFunc(AUX_RIGHT,right) ;
auxReshapeFunc(myReshape);
auxMainLoop(display);
}
RETOUR