#include "windows.h" #include <GL/gl.h> #include <GL/glu.h> #include <GL/glaux.h> static float anglex = 0 ; static float angley = 0 ; static float anglez = 0 ; void myinit(void) { GLfloat mat_specular[] = { 1.0,1.0,1.0,1.0 }; GLfloat mat_shininess[] = { 50.0 }; GLfloat light0_couleur[] = { 1.0,0.0,0.0,1.0 }; GLfloat light1_couleur[] = { 0.0,1.0,0.0,1.0 }; GLfloat light2_couleur[] = { 0.0,0.0,1.0,1.0 }; glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess); glLightfv(GL_LIGHT0,GL_DIFFUSE,light0_couleur); glLightfv(GL_LIGHT1,GL_DIFFUSE,light1_couleur); glLightfv(GL_LIGHT2,GL_DIFFUSE,light2_couleur); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); glEnable(GL_LIGHT2); glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); } void CALLBACK display(void) { GLfloat light0_position[] = { 1.0,1.0,1.0,0.0 }; GLfloat light1_position[] = { -1.0,1.0,1.0,0.0 }; GLfloat light2_position[] = { 1.0,-1.0,1.0,0.0 }; glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glPushMatrix() ; glRotatef(anglex,1.0F,0.0F,0.0F) ; glRotatef(angley,0.0F,1.0F,0.0F) ; glRotatef(anglez,0.0F,0.0F,1.0F) ; glLightfv(GL_LIGHT0,GL_POSITION,light0_position); glLightfv(GL_LIGHT1,GL_POSITION,light1_position); glLightfv(GL_LIGHT2,GL_POSITION,light2_position); glPopMatrix() ; glPushMatrix() ; auxSolidSphere(1.0); glPushMatrix() ; glFlush(); auxSwapBuffers() ; } void CALLBACK myReshape(int w,int h) { glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (w <= h) glOrtho (-1.5,1.5,-1.5*(GLfloat)h/(GLfloat)w,1.5*(GLfloat)h/(GLfloat)w,-10.0,10.0); else glOrtho (-1.5*(GLfloat)w/(GLfloat)h,1.5*(GLfloat)w/(GLfloat)h,-1.5,1.5,-10.0,10.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void CALLBACK idle(void) { anglex++ ; angley-- ; anglez+=2 ; display() ; } void main(void) { auxInitDisplayMode(AUX_DOUBLE|AUX_RGB|AUX_DEPTH); auxInitPosition(0,0,300,300); auxInitWindow("Lumières"); myinit(); auxIdleFunc(idle) ; auxReshapeFunc(myReshape); auxMainLoop(display); }
RETOUR