L'exécutable
- space pour switcher entre les deux modes d'ombrage
- return pour switcher entre filaire et solide
Le source:
FlatEtSmooth.cpp
#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>
#include <stdio.h>
#include <stdlib.h>
static int mode = 0 ;
void CALLBACK display(void) {
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
if ( mode )
glShadeModel(GL_SMOOTH);
else
glShadeModel(GL_FLAT);
glPushMatrix() ;
glTranslatef(-0.8F,0.0F,0.0F);
glRotatef(50.0F,1.0F,1.0F,1.0F);
auxSolidSphere(1.1) ;
glPopMatrix() ;
glPushMatrix() ;
glTranslatef(0.9F,-1.0F,0.0F);
glRotatef(-70.0F,1.0F,0.0F,0.0F);
auxSolidCone(0.9,2.0) ;
glPopMatrix() ;
glPushMatrix() ;
glTranslatef(0.8F,0.1F,0.0F);
glRotatef(-70.0F,1.0F,0.0F,0.0F);
auxSolidTorus(0.35,0.8) ;
glPopMatrix() ;
glFlush();
auxSwapBuffers();
}
void myinit (void) {
glClearColor(1.0,1.0,1.0,1.0);
glEnable(GL_DEPTH_TEST) ;
glEnable(GL_LIGHTING) ;
glEnable(GL_LIGHT0) ;
float dir[] = {0.1F,0.8F,1.6F,0.0F} ;
glLightfv(GL_LIGHT0,GL_POSITION,dir) ;
}
void CALLBACK myReshape(int w, int h) {
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-2.0,2.0,-2.0/w*h,2.0/w*h,-2.0,2.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void CALLBACK auxSpace(void) {
mode = 1 - mode ;
}
void main(void) {
auxInitDisplayMode(AUX_DOUBLE|AUX_RGBA|AUX_DEPTH);
auxInitPosition(0,0,500,500);
auxInitWindow("Affichages flat et smooth") ;
myinit();
auxKeyFunc(AUX_SPACE,auxSpace) ;
auxReshapeFunc(myReshape);
auxMainLoop(display);
}
RETOUR