L'exécutable
Le source: Decoupage.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 ;
static int clip = 0 ;
void CALLBACK display(void) {
double equ0[] = { 1.1,1.2,0.9,0.8 } ;
double equ1[] = { -1.3,1.8,1.5,2.5 } ;
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glPushMatrix();
glRotatef(angley,0.0F,1.0F,0.0F) ;
glRotatef(anglex,1.0F,0.0F,0.0F) ;
glClipPlane(GL_CLIP_PLANE0,equ0);
glClipPlane(GL_CLIP_PLANE1,equ1);
glPopMatrix();
auxSolidSphere(8.0);
glPopMatrix();
glFlush();
auxSwapBuffers();
}
void myinit (void) {
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,1);
GLfloat specularFront[] = { 1.0,1.0,1.0,1.0 };
GLfloat shininesFront[] = { 50.0 };
glClearColor(0.5,0.5,1.0,1.0) ;
glMaterialfv(GL_FRONT,GL_SPECULAR,specularFront);
glMaterialfv(GL_FRONT,GL_SHININESS,shininesFront);
GLfloat specularBack[] = { 1.0,1.0,1.0,1.0 };
GLfloat diffuseBack[] = { 1.0,0.0,0.0,1.0 };
GLfloat shininesBack[] = { 50.0 };
glMaterialfv(GL_BACK,GL_SPECULAR,specularBack);
glMaterialfv(GL_BACK,GL_SHININESS,shininesBack);
glMaterialfv(GL_BACK,GL_DIFFUSE,diffuseBack);
GLfloat l_pos0[] = { 1.0,1.0,1.0,0.0 };
glLightfv(GL_LIGHT0,GL_POSITION,l_pos0);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glEnable(GL_CLIP_PLANE0);
glEnable(GL_CLIP_PLANE1);
}
void CALLBACK myReshape(int w, int h) {
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-10,10,-10/(double) w*h,10/(double) w*h,-10.0,10.0);
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 CALLBACK space(void) {
clip = 1 - clip ;
}
void main(void) {
auxInitDisplayMode(AUX_DOUBLE|AUX_RGBA|AUX_DEPTH);
auxInitPosition (0,0,300,300);
auxInitWindow("Clipping") ;
myinit();
auxKeyFunc(AUX_UP,up) ;
auxKeyFunc(AUX_DOWN,down) ;
auxKeyFunc(AUX_LEFT,left) ;
auxKeyFunc(AUX_RIGHT,right) ;
auxKeyFunc(AUX_SPACE,space) ;
auxReshapeFunc(myReshape);
auxMainLoop(display);
}
RETOUR