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