L'exécutable
Le source:
SurfaceBezier.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}}};
static float anglex = 0.0F ;
static float angley = 0.0F ;
void initlights(void) {
GLfloat ambient[] = { 0.2F,0.2F,0.2F,1.0F };
GLfloat pos[] = { 0.0F,0.0F,2.0F,1.0F };
GLfloat diffuse[] = { 0.6F,0.6F,0.6F,1.0F };
GLfloat spec[] = { 1.0F,1.0F,1.0F,1.0F };
GLfloat shininess[] = { 50.0F };
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0,GL_AMBIENT,ambient);
glLightfv(GL_LIGHT0,GL_POSITION,pos);
glMaterialfv(GL_FRONT,GL_DIFFUSE,diffuse);
glMaterialfv(GL_FRONT,GL_SPECULAR,spec);
glMaterialfv(GL_FRONT,GL_SHININESS,shininess);
}
void CALLBACK display(void) {
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(angley,0.0F,1.0F,0.0F) ;
glRotatef(anglex,1.0F,0.0F,0.0F) ;
glRotatef(85.0,1.0,1.0,1.0);
glEvalMesh2(GL_FILL,0,20,0,20);
glPopMatrix();
glFlush();
auxSwapBuffers();
}
void myinit(void) {
glClearColor(0.8,0.8,1.0,1.0);
glEnable(GL_DEPTH_TEST);
glMap2f(GL_MAP2_VERTEX_3,0,1,3,4,0,1,12,4,&pts[0][0][0]);
glEnable(GL_MAP2_VERTEX_3);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
glMapGrid2f(20,0.0,1.0,20,0.0,1.0);
initlights();
}
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 CALLBACK up(void) {
anglex-- ;
}
void CALLBACK down(void) {
anglex++ ;
}
void CALLBACK left(void) {
angley-- ;
}
void CALLBACK right(void) {
angley++ ;
}
void main(void) {
auxInitDisplayMode(AUX_DOUBLE|AUX_RGB|AUX_DEPTH);
auxInitPosition(0,0,300,230);
auxInitWindow("Surface de Bézier");
myinit();
auxKeyFunc(AUX_UP,up) ;
auxKeyFunc(AUX_DOWN,down) ;
auxKeyFunc(AUX_LEFT,left) ;
auxKeyFunc(AUX_RIGHT,right) ;
auxReshapeFunc(myReshape);
auxMainLoop(display);
}
RETOUR