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