L'exécutable
Le source: Tea.cpp
#include "windows.h"
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>
#include <stdio.h>
static float anglex = 0.0F ;
static float angley = 0.0F ;
void myinit(void) {
GLfloat light_ambient[] = { 0.0F,0.0F,0.0F,1.0F };
GLfloat light_diffuse[] = { 1.0F,1.0F,1.0F,1.0F };
GLfloat light_specular[] = { 1.0F,1.0F,1.0F,1.0F };
GLfloat light_position[] = { 1.0F,1.0F,1.0F,0.0F };
glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);
glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse);
glLightfv(GL_LIGHT0,GL_SPECULAR,light_specular);
glLightfv(GL_LIGHT0,GL_POSITION,light_position);
glFrontFace(GL_CW);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
}
void CALLBACK display(void) {
GLdouble eqn[4] = {1.0,0.0,-1.0,1.0};
GLfloat two_side_on[] = { GL_TRUE };
GLfloat two_side_off[] = { GL_FALSE };
GLfloat mat_diffuse[] = { 0.8F,0.8F,0.8F,1.0F };
GLfloat back_diffuse[] = { 0.8F,0.2F,0.8F,1.0F };
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) ;
glPushMatrix();
glClipPlane(GL_CLIP_PLANE0,eqn);
glEnable(GL_CLIP_PLANE0);
glPushMatrix();
glTranslatef(0.0F,2.0F,0.0F);
auxSolidTeapot(1.0);
glPopMatrix();
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,mat_diffuse);
glPushMatrix();
glTranslatef(0.0F,0.0F,0.0F);
auxSolidTeapot(1.0);
glPopMatrix();
glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
glMaterialfv(GL_BACK,GL_DIFFUSE,back_diffuse);
glPushMatrix();
glTranslatef(0.0F,-2.0F,0.0F);
auxSolidTeapot(1.0);
glPopMatrix();
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_FALSE);
glDisable(GL_CLIP_PLANE0);
glPopMatrix();
glPopMatrix();
glFlush();
auxSwapBuffers();
}
void CALLBACK myReshape(int w,int h) {
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if(w <= h)
glOrtho(-2.0,2.0,-2.0*(GLfloat)h/(GLfloat)w,2.0*(GLfloat)h/(GLfloat)w,-10.0,10.0);
else
glOrtho(-2.0*(GLfloat)w/(GLfloat)h,2.0*(GLfloat)w/(GLfloat)h,-2.0,2.0,-10.0,10.0);
glMatrixMode(GL_MODELVIEW);
}
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(0,0,200,300);
auxInitWindow("Un teapot clippé");
myinit();
auxKeyFunc(AUX_UP,up) ;
auxKeyFunc(AUX_DOWN,down) ;
auxKeyFunc(AUX_LEFT,left) ;
auxKeyFunc(AUX_RIGHT,right) ;
auxReshapeFunc(myReshape);
auxMainLoop(display);
}
RETOUR