L'exécutable
Le source: Material.cpp
#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>
void myinit(void) {
GLfloat ambient[] = {0.0F,0.0F,0.0F,1.0F};
GLfloat diffuse[] = {1.0F,1.0F,1.0F,1.0F};
GLfloat specular[] = {1.0F,1.0F,1.0F,1.0F};
GLfloat position[] = {0.0F,3.0F,2.0F,0.0F};
GLfloat mod_ambt[] = {0.4F,0.4F,0.4F,1.0F};
GLfloat local_view[] = {0.0F};
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glLightfv(GL_LIGHT0,GL_AMBIENT,ambient);
glLightfv(GL_LIGHT0,GL_DIFFUSE,diffuse);
glLightfv(GL_LIGHT0,GL_POSITION,position);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,mod_ambt);
glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER,local_view);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glClearColor(0.0F,0.1F,0.1F,0.0F);
}
void CALLBACK display(void) {
GLfloat no_mat[] = { 0.0F,0.0F,0.0F,1.0F };
GLfloat mat_ambient[] = { 0.7F,0.7F,0.7F,1.0F };
GLfloat mat_ambient_color[] = { 0.8F,0.8F,0.2F,1.0F };
GLfloat mat_diffuse[] = { 0.1F,0.5F,0.8F,1.0F };
GLfloat mat_specular[] = { 1.0F,1.0F,1.0F,1.0F };
GLfloat no_shininess[] = { 0.0F };
GLfloat low_shininess[] = { 5.0F };
GLfloat high_shininess[] = { 100.0F };
GLfloat mat_emission[] = {0.3F,0.2F,0.2F,0.0F};
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(-3.75F,3.0F,0.0F);
glMaterialfv(GL_FRONT,GL_AMBIENT,no_mat);
glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
glMaterialfv(GL_FRONT,GL_SPECULAR,no_mat);
glMaterialfv(GL_FRONT,GL_SHININESS,no_shininess);
glMaterialfv(GL_FRONT,GL_EMISSION,no_mat);
auxSolidSphere(1.0);
glPopMatrix();
glPushMatrix();
glTranslatef(-1.25F,3.0F,0.0F);
glMaterialfv(GL_FRONT,GL_AMBIENT,no_mat);
glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
glMaterialfv(GL_FRONT,GL_SHININESS,low_shininess);
glMaterialfv(GL_FRONT,GL_EMISSION,no_mat);
auxSolidSphere(1.0);
glPopMatrix();
glPushMatrix();
glTranslatef(1.25F,3.0F,0.0F);
glMaterialfv(GL_FRONT,GL_AMBIENT,no_mat);
glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
glMaterialfv(GL_FRONT,GL_SHININESS,high_shininess);
glMaterialfv(GL_FRONT,GL_EMISSION,no_mat);
auxSolidSphere(1.0);
glPopMatrix();
glPushMatrix();
glTranslatef(3.75F,3.0F,0.0F);
glMaterialfv(GL_FRONT,GL_AMBIENT,no_mat);
glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
glMaterialfv(GL_FRONT,GL_SPECULAR,no_mat);
glMaterialfv(GL_FRONT,GL_SHININESS,no_shininess);
glMaterialfv(GL_FRONT,GL_EMISSION,mat_emission);
auxSolidSphere(1.0);
glPopMatrix();
glPushMatrix();
glTranslatef(-3.75F,0.0F,0.0F);
glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient);
glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
glMaterialfv(GL_FRONT,GL_SPECULAR,no_mat);
glMaterialfv(GL_FRONT,GL_SHININESS,no_shininess);
glMaterialfv(GL_FRONT,GL_EMISSION,no_mat);
auxSolidSphere(1.0);
glPopMatrix();
glPushMatrix();
glTranslatef(-1.25F,0.0F,0.0F);
glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient);
glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
glMaterialfv(GL_FRONT,GL_SHININESS,low_shininess);
glMaterialfv(GL_FRONT,GL_EMISSION,no_mat);
auxSolidSphere(1.0);
glPopMatrix();
glPushMatrix();
glTranslatef(1.25F,0.0F,0.0F);
glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient);
glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
glMaterialfv(GL_FRONT,GL_SHININESS,high_shininess);
glMaterialfv(GL_FRONT,GL_EMISSION,no_mat);
auxSolidSphere(1.0);
glPopMatrix();
glPushMatrix();
glTranslatef(3.75F,0.0F,0.0F);
glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient);
glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
glMaterialfv(GL_FRONT,GL_SPECULAR,no_mat);
glMaterialfv(GL_FRONT,GL_SHININESS,no_shininess);
glMaterialfv(GL_FRONT,GL_EMISSION,mat_emission);
auxSolidSphere(1.0);
glPopMatrix();
glPushMatrix();
glTranslatef(-3.75F,-3.0F,0.0F);
glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient_color);
glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
glMaterialfv(GL_FRONT,GL_SPECULAR,no_mat);
glMaterialfv(GL_FRONT,GL_SHININESS,no_shininess);
glMaterialfv(GL_FRONT,GL_EMISSION,no_mat);
auxSolidSphere(1.0);
glPopMatrix();
glPushMatrix();
glTranslatef(-1.25F,-3.0F,0.0F);
glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient_color);
glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
glMaterialfv(GL_FRONT,GL_SHININESS,low_shininess);
glMaterialfv(GL_FRONT,GL_EMISSION,no_mat);
auxSolidSphere(1.0);
glPopMatrix();
glPushMatrix();
glTranslatef(1.25F,-3.0F,0.0F);
glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient_color);
glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
glMaterialfv(GL_FRONT,GL_SHININESS,high_shininess);
glMaterialfv(GL_FRONT,GL_EMISSION,no_mat);
auxSolidSphere(1.0);
glPopMatrix();
glPushMatrix();
glTranslatef(3.75F,-3.0F,0.0F);
glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient_color);
glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
glMaterialfv(GL_FRONT,GL_SPECULAR,no_mat);
glMaterialfv(GL_FRONT,GL_SHININESS,no_shininess);
glMaterialfv(GL_FRONT,GL_EMISSION,mat_emission);
auxSolidSphere(1.0);
glPopMatrix();
glFlush();
}
void CALLBACK myReshape(int w,int h) {
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if( w <=(h * 2) )
glOrtho(-6.,6.,-3.*((float)h*2)/(float)w,3.0*((float)h*2)/(float)w,-10.0,10.0);
else
glOrtho(-6.0*(float)w/((float)h*2),6.0*(float)w/((float)h*2),-3.0,3.0,-10.0,10.0);
glMatrixMode(GL_MODELVIEW);
}
void main(void) {
auxInitDisplayMode(AUX_SINGLE|AUX_RGB|AUX_DEPTH);
auxInitPosition(0,0,340,250);
auxInitWindow("Material");
myinit();
auxReshapeFunc(myReshape);
auxMainLoop(display);
}
RETOUR