L'exécutable
Le source:
MaillageBezier.cpp
#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>
GLfloat pts[4][4][3] = {
{ {-1.5,-1.5,4.0},{-0.5,-1.5,2.0},
{0.5,-1.5,-1.0},{1.5,-1.5,2.0} },
{ {-1.5,-0.5,1.0},{-0.5,-0.5,3.0},
{0.5,-0.5,0.0},{1.5,-0.5,-1.0} },
{ {-1.5,0.5,4.0},{-0.5,0.5,0.0},
{0.5,0.5,3.0},{1.5,0.5,4.0} },
{ {-1.5,1.5,-2.0},{-0.5,1.5,-2.0},
{0.5,1.5,0.0},{1.5,1.5,-1.0} } };
void CALLBACK display(void) {
int i,j;
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glColor3f(1.0F,1.0F,1.0F);
glPushMatrix();
glRotatef(85.0F,1.0F,1.0F,1.0F);
for( j = 0 ; j <= 8 ; j++ ) {
glBegin(GL_LINE_STRIP);
for( i = 0 ; i <= 30 ; i++ )
glEvalCoord2f((float)i/30.0F,(float)j/8.0F);
glEnd();
glBegin(GL_LINE_STRIP);
for(i = 0; i <= 30; i++)
glEvalCoord2f((float)j/8.0F,(float)i/30.0F);
glEnd(); }
glPopMatrix();
glFlush();
}
void myinit(void) {
glClearColor(0.0,0.0,0.0,1.0);
glMap2f(GL_MAP2_VERTEX_3,0,1,3,4,0,1,12,4,&pts[0][0][0]);
glEnable(GL_MAP2_VERTEX_3);
glMapGrid2f(20,0.0,1.0,20,0.0,1.0);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_FLAT);
}
void CALLBACK myReshape(int w,int h) {
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if ( w <= h )
glOrtho(-3.2,3.2,-3.2*(float)h/(float)w,3.2*(float)h/(float)w,-4.0,4.0);
else
glOrtho(-3.2*(float)w/(float)h,3.2*(float)w/(float)h,-3.2,3.2,-4.0,4.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void main(void) {
auxInitDisplayMode(AUX_SINGLE|AUX_RGB|AUX_DEPTH);
auxInitPosition(0,0,300,230);
auxInitWindow("Maillage de Bézier");
myinit();
auxReshapeFunc(myReshape);
auxMainLoop(display);
}
RETOUR