L'exécutable

Le source: TextSurfBezier.cpp

#include <windows.h>

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

#include <math.h>

#define iw 64 
#define ih 64

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

GLubyte im[3*iw*ih]; 
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}}}; 
GLfloat texpts[2][2][2] = { 
  {{0.0,0.0},{0.0,1.0}}, 
  {{1.0,0.0},{1.0,1.0}}}; 
  
void makeImage(void) { 
  int i,j; 
  float ti,tj; 
  for( i = 0 ; i < iw ; i++ ) { 
    ti = 2.0F*3.14159265F*i/iw; 
    for( j = 0 ; j < ih ; j++ ) { 
      tj = 2.0F*3.14159265F*j/ih; 
      im[3*(ih*i+j)]=(unsigned char) (127*(1+sin(ti))); 
      im[3*(ih*i+j)+1]=(unsigned char) (127*(1+cos(2*tj))); 
      im[3*(ih*i+j)+2]=(unsigned char) (127*(1+cos(ti+tj))); 
    } 
  } 
} 
  
void myinit(void) { 
  glMap2f(GL_MAP2_VERTEX_3,0,1,3,4,0,1,12,4,&pts[0][0][0]); 
  glMap2f(GL_MAP2_TEXTURE_COORD_2,0,1,2,2,0,1,4,2,&texpts[0][0][0]); 
  glEnable(GL_MAP2_TEXTURE_COORD_2); 
  glEnable(GL_MAP2_VERTEX_3); 
  glMapGrid2f(20,0.0,1.0,20,0.0,1.0); 
  makeImage(); 
  glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_DECAL); 
  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); 
  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT); 
  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); 
  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); 
  glTexImage2D(GL_TEXTURE_2D,0,3,iw,ih,0, 
  GL_RGB,GL_UNSIGNED_BYTE,im); 
  glEnable(GL_TEXTURE_2D); 
  glEnable(GL_DEPTH_TEST); 
  glEnable(GL_NORMALIZE); 
  glShadeModel(GL_FLAT); 
} 

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 CALLBACK myReshape(int w,int h) { 
  glViewport(0,0,w,h); 
  glMatrixMode(GL_PROJECTION); 
  glLoadIdentity(); 
  if ( w <= h ) 
    glOrtho(-2.5,2.5,-2.5*(float)h/(float)w,2.5*(float)h/(float)w,-4.0,4.0); 
    else 
    glOrtho(-2.5*(float)w/(float)h,2.5*(float)w/(float)h,-2.5,2.5,-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