L'exécutable
Le source: Fog.cpp
#include "windows.h"
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>
#include <stdio.h>
static GLint fogMode;
static float anglex = 0.0F ;
static float angley = 0.0F ;
void CALLBACK cycleFog(AUX_EVENTREC *event) {
if(fogMode == GL_EXP) {
fogMode = GL_EXP2;
printf("Fog mode is GL_EXP2\n"); }
else
if(fogMode == GL_EXP2) {
fogMode = GL_LINEAR;
printf("Fog mode is GL_LINEAR\n");
glFogf(GL_FOG_START,1.0);
glFogf(GL_FOG_END,5.0); }
else
if(fogMode == GL_LINEAR) {
fogMode = GL_EXP;
printf("Fog mode is GL_EXP\n"); }
glFogi(GL_FOG_MODE,fogMode);
}
void myinit(void) {
GLfloat position[] = { 0.0,3.0,3.0,0.0 };
GLfloat local_view[] = { 0.0 };
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glLightfv(GL_LIGHT0,GL_POSITION,position);
glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER,local_view);
glFrontFace(GL_CW);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
glEnable(GL_FOG);
GLfloat fogColor[4] = {0.5,0.5,0.5,1.0};
fogMode = GL_EXP;
glFogi(GL_FOG_MODE,fogMode);
glFogfv(GL_FOG_COLOR,fogColor);
glFogf(GL_FOG_DENSITY,0.35F);
glHint(GL_FOG_HINT,GL_DONT_CARE);
glClearColor(0.5,0.5,0.5,1.0);
}
void renderRedTeapot(GLfloat x,GLfloat y,GLfloat z) {
float mat[4];
glPushMatrix();
glTranslatef(x,y,z);
mat[0] = 0.1745F;
mat[1] = 0.01175F;
mat[2] = 0.01175F;
mat[3] = 1.0F;
glMaterialfv(GL_FRONT,GL_AMBIENT,mat);
mat[0] = 0.61424F;
mat[1] = 0.04136F;
mat[2] = 0.04136F;
glMaterialfv(GL_FRONT,GL_DIFFUSE,mat);
mat[0] = 0.727811F;
mat[1] = 0.626959F;
mat[2] = 0.626959F;
glMaterialfv(GL_FRONT,GL_SPECULAR,mat);
glMaterialf(GL_FRONT,GL_SHININESS,0.6F*128.0F);
glColor3f(1,1,1);
auxSolidTeapot(1.0);
glPopMatrix();
}
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) ;
renderRedTeapot(-4.0,-0.5,-1.0);
renderRedTeapot(-2.0,-0.5,-2.0);
renderRedTeapot(0.0,-0.5,-3.0);
renderRedTeapot(2.0,-0.5,-4.0);
renderRedTeapot(4.0,-0.5,-5.0);
glPopMatrix();
glFlush();
auxSwapBuffers() ;
}
void CALLBACK myReshape(int w,int h) {
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if ( w <=(h*3) )
glOrtho(-6.0,6.0,-2.0*((GLfloat) h*3)/(GLfloat) w,2.0*((GLfloat) h*3)/(GLfloat) w,-10.0,10.0);
else
glOrtho(-6.0*(GLfloat) w/((GLfloat) h*3),6.0*(GLfloat) w/((GLfloat) h*3),-2.0,2.0,-10.0,10.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void CALLBACK up(void) {
anglex -= 2 ;
}
void CALLBACK down(void) {
anglex += 2 ;
}
void CALLBACK left(void) {
angley -= 2 ;
}
void CALLBACK right(void) {
angley += 2 ;
}
void main(void) {
auxInitDisplayMode(AUX_DOUBLE|AUX_RGB|AUX_DEPTH);
auxInitPosition(0,0,450,150);
auxInitWindow("Brouillard");
myinit();
auxMouseFunc(AUX_LEFTBUTTON,AUX_MOUSEDOWN,cycleFog);
auxKeyFunc(AUX_UP,up) ;
auxKeyFunc(AUX_DOWN,down) ;
auxKeyFunc(AUX_LEFT,left) ;
auxKeyFunc(AUX_RIGHT,right) ;
auxReshapeFunc(myReshape);
auxMainLoop(display);
}
RETOUR