L'exécutable

Le source: Olympic.cpp
#include "windows.h"

#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <sys/types.h>

static float anglex = 0.0F ;
static float angley = 0.0F ;

#ifndef RAND_MAX
#  define RAND_MAX 32767
#endif


#define XSIZE  100
#define YSIZE  75

#define RINGS 5
#define BLUERING 0
#define BLACKRING 1
#define REDRING 2
#define YELLOWRING 3
#define GREENRING 4

#define BACKGROUND 8

enum {
  BLACK = 0,
  RED,
  GREEN,
  YELLOW,
  BLUE,
  MAGENTA,
  CYAN,
  WHITE
};

unsigned char rgb_colors[RINGS][3];
int mapped_colors[RINGS];
float dests[RINGS][3];
float offsets[RINGS][3];
float angs[RINGS];
float rotAxis[RINGS][3];
int iters[RINGS];
GLuint theTorus;

void FillTorus(float rc, int numc, float rt, int numt) {
  int i, j, k;
  double s, t;
  double x, y, z;
  double pi, twopi;
  pi = 3.14159265358979323846;
  twopi= 2 * pi;
  for (i = 0; i < numc; i++) {
    glBegin(GL_QUAD_STRIP);
    for (j = 0; j <= numt; j++) {
      for (k = 1; k >= 0; k--) {
        s = (i + k) % numc + 0.5;
        t = j % numt;
        x = cos(t*twopi/numt) * cos(s*twopi/numc);
        y = sin(t*twopi/numt) * cos(s*twopi/numc);
        z = sin(s*twopi/numc); 
        glNormal3f((float) x,(float) y,(float) z);
        x = (rt + rc * cos(s*twopi/numc)) * cos(t*twopi/numt);
        y = (rt + rc * cos(s*twopi/numc)) * sin(t*twopi/numt);
        z = rc * sin(s*twopi/numc);
        glVertex3f((float) x,(float) y,(float) z); } }
    glEnd(); }
}

float Clamp(int iters_left, float t) {
  if (iters_left < 3)
    return 0.0;
  return (iters_left-2)*t/iters_left;
}

void CALLBACK DrawScene(void) {
  int i, j;
  GLboolean goIdle;
  goIdle = GL_TRUE;
  for ( i = 0 ; i < RINGS ; i++ ) {
    if ( iters[i] ) {
      for ( j = 0 ; j < 3 ; j++ )
        offsets[i][j] = Clamp(iters[i], offsets[i][j]);
      angs[i] = Clamp(iters[i], angs[i]);
      iters[i]--;
      goIdle = GL_FALSE; } }
  if (goIdle)
     auxIdleFunc(NULL);
  glPushMatrix();
  glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
  gluLookAt(0,0,10, 0,0,0, 0,1,0);
  for ( i = 0 ; i < RINGS ; i++ ) {
    glColor3ubv(rgb_colors[i]);
    glPushMatrix();
    glTranslatef(dests[i][0]+offsets[i][0], dests[i][1]+offsets[i][1],dests[i][2]+offsets[i][2]);
    glRotatef(angs[i], rotAxis[i][0], rotAxis[i][1], rotAxis[i][2]);
    glCallList(theTorus);
    glPopMatrix(); }
  glPopMatrix();
  glFlush();
  auxSwapBuffers();
}

float MyRand(void) { 
  return 10.0F * ( (float) rand() / (float) RAND_MAX - 0.5F );
}

void ReInit(void) {
  int i;
  float deviation;
  deviation = MyRand() / 2;
  deviation = deviation * deviation;
  for (i = 0; i < RINGS; i++) {
    offsets[i][0] = MyRand();
    offsets[i][1] = MyRand();
    offsets[i][2] = MyRand();
    angs[i] = 260.0F * MyRand();
    rotAxis[i][0] = MyRand();
    rotAxis[i][1] = MyRand();
    rotAxis[i][2] = MyRand();
    iters[i] =(int) ( deviation * MyRand() + 60.0F); }
  auxIdleFunc(DrawScene);
} 

void Init(void) {
  float base, height;
  float aspect, x, y;
  int i;
  float sc = 10;
  float top_y = 1.0F;
  float bottom_y = 0.0F;
  float top_z = 0.15F;
  float bottom_z = 0.69F;
  float spacing = 2.5F;
  static float lmodel_ambient[] = {0.0, 0.0, 0.0, 0.0};
  static float lmodel_twoside[] = {GL_FALSE};
  static float lmodel_local[] = {GL_FALSE};
  static float light0_ambient[] = {0.1F, 0.1F, 0.1F, 1.0F};
  static float light0_diffuse[] = {1.0F, 1.0F, 1.0F, 0.0F};
  static float light0_position[] = {0.8660254F, 0.5F, 1.0F, 0.0F};
  static float light0_specular[] = {1.0F, 1.0F, 1.0F, 0.0F};
  static float bevel_mat_ambient[] = {0.0F, 0.0F, 0.0F, 1.0F};
  static float bevel_mat_shininess[] = {40.0F};
  static float bevel_mat_specular[] = {1.0F, 1.0F, 1.0F, 0.0F};
  static float bevel_mat_diffuse[] = {1.0F, 0.0F, 0.0F, 0.0F};
  ReInit();
  for (i = 0; i < RINGS; i++)
    rgb_colors[i][0] = rgb_colors[i][1] = rgb_colors[i][2] = 0;
  rgb_colors[BLUERING][2] = 255;
  rgb_colors[REDRING][0] = 255;
  rgb_colors[GREENRING][1] = 255;
  rgb_colors[YELLOWRING][0] = 255;
  rgb_colors[YELLOWRING][1] = 255;
  mapped_colors[BLUERING] = BLUE;
  mapped_colors[REDRING] = RED;
  mapped_colors[GREENRING] = GREEN;
  mapped_colors[YELLOWRING] = YELLOW;
  mapped_colors[BLACKRING] = BLACK;
  dests[BLUERING][0] = -spacing;
  dests[BLUERING][1] = top_y;
  dests[BLUERING][2] = top_z;
  dests[BLACKRING][0] = 0.0;
  dests[BLACKRING][1] = top_y;
  dests[BLACKRING][2] = top_z;
  dests[REDRING][0] = spacing;
  dests[REDRING][1] = top_y;
  dests[REDRING][2] = top_z;
  dests[YELLOWRING][0] = -spacing / 2.0F;
  dests[YELLOWRING][1] = bottom_y;
  dests[YELLOWRING][2] = bottom_z;
  dests[GREENRING][0] = spacing / 2.0F;
  dests[GREENRING][1] = bottom_y;
  dests[GREENRING][2] = bottom_z;
  base = 2.0; 
  height = 2.0;
  theTorus = glGenLists(1);
  glNewList(theTorus, GL_COMPILE);
  FillTorus(0.1F, 8, 1.0F, 25);
  glEndList();
  x = (float)XSIZE;
  y = (float)YSIZE;
  aspect = x / y;
  glEnable(GL_CULL_FACE);
  glCullFace(GL_BACK);
  glEnable(GL_DEPTH_TEST);
  glClearDepth(1.0);
  glClearColor(0.5, 0.5, 0.5, 0.0);
  glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient);
  glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);
  glLightfv(GL_LIGHT0, GL_SPECULAR, light0_specular);
  glLightfv(GL_LIGHT0, GL_POSITION, light0_position);
  glEnable(GL_LIGHT0);
  glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, lmodel_local);
  glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
  glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
  glEnable(GL_LIGHTING);
  glMaterialfv(GL_FRONT, GL_AMBIENT, bevel_mat_ambient);
  glMaterialfv(GL_FRONT, GL_SHININESS, bevel_mat_shininess);
  glMaterialfv(GL_FRONT, GL_SPECULAR, bevel_mat_specular);
  glMaterialfv(GL_FRONT, GL_DIFFUSE, bevel_mat_diffuse);
  glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
  glEnable(GL_COLOR_MATERIAL);
  glShadeModel(GL_SMOOTH);
}

void CALLBACK Reshape(int width, int height) {
  glViewport(0, 0, width, height);
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity() ;
  gluPerspective(45,(double) width/height, 0.1, 100.0);
  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(0,0,400,300);
  auxInitWindow("Les anneaux olympiques");
  Init();
  auxKeyFunc(AUX_UP,up) ;
  auxKeyFunc(AUX_DOWN,down) ;
  auxKeyFunc(AUX_LEFT,left) ;
  auxKeyFunc(AUX_RIGHT,right) ;
  auxReshapeFunc(Reshape);
  auxMainLoop(DrawScene);
}

RETOUR