L'exécutable

Le source: EnsembleFacttes.cpp

#include <windows.h>

#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>

#include <stdio.h>
#include <stdlib.h>

#define X .525731112119133606
#define Z .850650808352039932

static float anglex = 0.0F ;
static float angley = 0.0F ;

static GLfloat vdata[12][3] = {
  {-X,0,Z},{X,0,Z},{-X,0,-Z},{X,0,-Z},
  {0,Z,X},{0,Z,-X},{0,-Z,X},{0,-Z,-X},
  {Z,X,0},{-Z,X,0},{Z,-X,0},{-Z,-X,0}} ;
static GLint tindices[20][3] = {
  {0,4,1},{0,9,4},{9,5,4},{4,5,8},{4,8,1},
  {8,10,1},{8,3,10},{5,3,8},{5,2,3},{2,7,3},
  {7,10,3},{7,6,10},{7,11,6},{9,2,5},{0,1,6},
  {6,1,10},{9,0,11},{9,11,2},{11,0,6},
  {7,2,11}};

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) ;
  for ( int i = 0 ; i < 20 ; i++ ) {
    glBegin(GL_TRIANGLES) ;
    glNormal3fv(&vdata[tindices[i][0]][0]);
    glVertex3fv(&vdata[tindices[i][0]][0]);
    glNormal3fv(&vdata[tindices[i][1]][0]);
    glVertex3fv(&vdata[tindices[i][1]][0]);
    glNormal3fv(&vdata[tindices[i][2]][0]);
    glVertex3fv(&vdata[tindices[i][2]][0]);
    glEnd() ; }
  glPopMatrix();
  glFlush();
  auxSwapBuffers();
}

void myinit (void) {
  glClearColor(0.6F,0.6F,0.3F,0.0F);
  glShadeModel(GL_SMOOTH);
  glEnable(GL_DEPTH_TEST);
  glEnable(GL_LIGHTING);
  glEnable(GL_LIGHT0);
}

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,-1.3,1.3);
  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(0,0,300,250);
  auxInitWindow("Ensemble de facettes") ;
  myinit();
  auxKeyFunc(AUX_UP,up) ;
  auxKeyFunc(AUX_DOWN,down) ;
  auxKeyFunc(AUX_LEFT,left) ;
  auxKeyFunc(AUX_RIGHT,right) ;
  auxReshapeFunc(myReshape);
  auxMainLoop(display);
}
 RETOUR