Le source: SchemaElementsHemicube.cpp
/* Auteur: Nicolas JANEY */
/* nicolas.janey@univ-fcomte.fr */
/* Juillet 2001 */
/* Cellules elementaires */
/* de l'hemicube en radiosite */
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/glut.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "ModuleCouleurs.h"
#include "ModuleReshape.h"
#include "ModuleManipulateur.h"
#include "ModuleMenus.h"
#include "ModuleFont.h"
#include "ModuleFleche.h"
struct coord3D {
float x;
float y;
float z; } ;
struct direc3D {
float x;
float y;
float z; } ;
struct facette4 {
coord3D pt[4] ; } ;
struct facette3 {
coord3D pt[3] ; } ;
struct rayon {
coord3D o ;
direc3D d ; } ;
static double ff = 0.0;
static int f1;
static int f2;
static int aff = 0;
static float cote = 4.0F;
static int disc = 5;
static int pi[5] = { 0,0,0,0,0 };
static int pj[5] = { 0,0,0,0,0 };
static double ***fe;
static double totfe;
static facette4 fi = { {{ -5.0F,-4.0F,-3.0F },
{ -4.0F,-4.0F,2.5F },
{ 3.5F,-4.0F,3.5F },
{ 1.5F,-4.0F,-5.0F }} };
double ***calculFacteursElementaires(int disc) {
double ***fe ;
int i,j;
fe =(double ***) calloc(2,sizeof(double **));
for ( i = 0 ; i < 2 ; i++ ) {
fe[i] =(double **) calloc(disc,sizeof(double *));
for ( j = 0 ; j < disc ; j++ )
fe[i][j] =(double *) calloc(disc,sizeof(double)); }
double deltaA = 1.0/disc/disc ;
double inc = 1.0/disc;
double x = 0.5/disc;
double z;
for ( i = 0 ; i < disc ; i++,x += inc ) {
z = 0.5/disc;
for ( j = 0 ; j < disc ; j++,z += inc ) {
double dn = x*x + z*z + 1.0;
fe[0][i][j] = deltaA / (3.14159*dn*dn); } }
x = 0.5/disc;
for ( i = 0 ; i < disc ; i++,x += inc ) {
z = 0.5/disc;
for ( j = 0 ; j < disc ; j++,z += inc ) {
double dn = x*x + z*z + 1.0;
fe[1][i][j] = z*deltaA / (3.14159*dn*dn); } }
return(fe);
}
void liberationFacteursElementaires(int disc,double ***fe) {
int i,j ;
for ( i = 0 ; i < 2 ; i++ ) {
for ( j = 0 ; j < disc ; j++ ) {
free(fe[i][j]); }
free(fe[i]); }
}
double sommeTotaleFacteursElementaires(int disc,double ***fe) {
int i,j ;
double t1 = 0,t2 = 0;
for ( i = 0 ; i < disc ; i++ )
for ( j = 0 ; j < disc ; j++ ) {
t1 += fe[0][i][j];
t2 += fe[1][i][j]; }
return(4*t1+8*t2);
}
float produitScalaire(direc3D *v1,direc3D *v2) {
return(v1->x*v2->x+v1->y*v2->y+v1->z*v2->z);
}
void produitVectoriel(direc3D *v1,direc3D *v2,direc3D *v) {
v->x = v1->y*v2->z-v2->y*v1->z;
v->y = v1->z*v2->x-v2->z*v1->x;
v->z = v1->x*v2->y-v2->x*v1->y;
}
void vecteur(coord3D *p1,coord3D *p2,direc3D *v) {
v->x = p2->x - p1->x;
v->y = p2->y - p1->y;
v->z = p2->z - p1->z;
}
void normalize(direc3D *n) {
double d =sqrt(n->x*n->x+n->y*n->y+n->z*n->z);
if ( d != 0.0 ) {
n->x /= d;
n->y /= d;
n->z /= d; }
}
void normale(facette4 *f,direc3D *n) {
direc3D v1;
direc3D v2;
vecteur(&f->pt[0],&f->pt[1],&v1);
vecteur(&f->pt[0],&f->pt[2],&v2);
produitVectoriel(&v1,&v2,n);
normalize(n);
}
void centre(facette4 *f,coord3D *p) {
p->x = (f->pt[0].x+f->pt[1].x+f->pt[2].x+f->pt[3].x)/4.0F;
p->y = (f->pt[0].y+f->pt[1].y+f->pt[2].y+f->pt[3].y)/4.0F;
p->z = (f->pt[0].z+f->pt[1].z+f->pt[2].z+f->pt[3].z)/4.0F;
}
void centrePondere(facette4 *f,coord3D *p,float c0,float c1,float c2,float c3) {
p->x = (f->pt[0].x*c0+f->pt[1].x*c1+f->pt[2].x*c2+f->pt[3].x*c3)/(c0+c1+c2+c3);
p->y = (f->pt[0].y*c0+f->pt[1].y*c1+f->pt[2].y*c2+f->pt[3].y*c3)/(c0+c1+c2+c3);
p->z = (f->pt[0].z*c0+f->pt[1].z*c1+f->pt[2].z*c2+f->pt[3].z*c3)/(c0+c1+c2+c3);
}
void vecteursOrthogonaux(direc3D *d,direc3D *d1,direc3D *d2) {
d1->x = d->y;
d1->y = -d->x;
d1->z = 0.0F;
normalize(d1);
produitVectoriel(d,d1,d2);
}
void afficheSommet(coord3D *p) {
glPushMatrix();
glTranslatef(p->x,p->y,p->z);
glEnable(GL_LIGHTING);
glutSolidSphere(0.1,10,10);
glDisable(GL_LIGHTING);
glPopMatrix();
}
void myinit(void) {
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE) ;
glEnable(GL_LIGHT0);
glEnable(GL_ALPHA_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glClearColor(1.0F,1.0F,0.9F,0.0F);
fe = calculFacteursElementaires(disc);
totfe = sommeTotaleFacteursElementaires(disc,fe);
}
void traceFacette4(int type,facette4 *f) {
glBegin(type);
for ( int i = 0 ; i < 4 ; i++ )
glVertex3f(f->pt[i].x,f->pt[i].y,f->pt[i].z);
glEnd();
}
void afficheElement(coord3D *p,int t,float cote,int disc) {
glBegin(GL_QUADS);
switch(t) {
case 0 : glVertex3f(p->x-cote/disc/2,p->y,p->z-cote/disc/2);
glVertex3f(p->x+cote/disc/2,p->y,p->z-cote/disc/2);
glVertex3f(p->x+cote/disc/2,p->y,p->z+cote/disc/2);
glVertex3f(p->x-cote/disc/2,p->y,p->z+cote/disc/2);
break;
case 2 : glVertex3f(p->x,p->y-cote/disc/2,p->z-cote/disc/2);
glVertex3f(p->x,p->y+cote/disc/2,p->z-cote/disc/2);
glVertex3f(p->x,p->y+cote/disc/2,p->z+cote/disc/2);
glVertex3f(p->x,p->y-cote/disc/2,p->z+cote/disc/2);
break;
case 1 : glVertex3f(p->x-cote/disc/2,p->y-cote/disc/2,p->z);
glVertex3f(p->x-cote/disc/2,p->y+cote/disc/2,p->z);
glVertex3f(p->x+cote/disc/2,p->y+cote/disc/2,p->z);
glVertex3f(p->x+cote/disc/2,p->y-cote/disc/2,p->z);
break; }
glEnd();
}
void afficheElementsDuDessus(float cote,coord3D *c,int disc) {
float y = c->y+cote;
float x = c->x-cote+cote/disc/2 + cote/disc * pi[0];
float z = c->z-cote+cote/disc/2 + cote/disc * pj[0];
coord3D p = { x,y,z };
afficheElement(&p,0,cote,disc);
}
void afficheElementsDeDerriere(float cote,coord3D *c,int disc) {
float x = c->x-cote+cote/disc/2 + cote/disc * pi[1];
float z = c->z-cote;
float y = c->y+cote/disc/2 + cote/disc * pj[1];
coord3D p = { x,y,z };
afficheElement(&p,1,cote,disc);
}
void afficheElementsDeDevant(float cote,coord3D *c,int disc) {
float x = c->x-cote+cote/disc/2 + cote/disc * pi[2];
float z = c->z+cote;
float y = c->y+cote/disc/2 + cote/disc * pj[2];
coord3D p = { x,y,z };
afficheElement(&p,1,cote,disc);
}
void afficheElementsDeDroite(float cote,coord3D *c,int disc) {
float x = c->x+cote;
float z = c->z-cote+cote/disc/2 + cote/disc * pi[3];
float y = c->y+cote/disc/2 + cote/disc * pj[3];
coord3D p = { x,y,z };
afficheElement(&p,2,cote,disc);
}
void afficheElementsDeGauche(float cote,coord3D *c,int disc) {
float x = c->x-cote;
float z = c->z-cote+cote/disc/2 + cote/disc * pi[4];
float y = c->y+cote/disc/2 + cote/disc * pj[4];
coord3D p = { x,y,z };
afficheElement(&p,2,cote,disc);
}
void axes() {
setFont(GLUT_BITMAP_8_BY_13,CENTER);
glColor4fv(couleurRouge());
flecheEnVolume(1.0F,0.0F,0.0F,0.1F,0.3F,0.02F);
glColor4fv(couleurVert());
flecheEnVolume(0.0F,1.0F,0.0F,0.1F,0.3F,0.02F);
glColor4fv(couleurBleu());
flecheEnVolume(0.0F,0.0F,1.0F,0.1F,0.3F,0.02F);
glPushAttrib(GL_DEPTH_TEST);
glDisable(GL_DEPTH_TEST);
glColor4fv(couleurRougeFonce());
bitmapStringOutput(1.3F,0.0F,0.0F,"x");
glColor4fv(couleurVertFonce());
bitmapStringOutput(0.0F,1.3F,0.0F,"y");
glColor4fv(couleurBleuFonce());
bitmapStringOutput(0.0F,0.0F,1.3F,"z");
glPopAttrib();
}
void solidHemicube(double c,int n) {
glEnable(GL_LIGHTING);
glBegin(GL_QUADS);
glNormal3f(0.0F,1.0F,0.0F);
glVertex3f(c/2,c/2,c/2);
glVertex3f(c/2,c/2,-c/2);
glVertex3f(-c/2,c/2,-c/2);
glVertex3f(-c/2,c/2,c/2);
glEnd();
glBegin(GL_QUADS);
glNormal3f(1.0F,0.0F,0.0F);
glVertex3f(c/2,c/2,c/2);
glVertex3f(c/2,0.0F,c/2);
glVertex3f(c/2,0.0F,-c/2);
glVertex3f(c/2,c/2,-c/2);
glEnd();
glBegin(GL_QUADS);
glNormal3f(-1.0F,0.0F,0.0F);
glVertex3f(-c/2,c/2,-c/2);
glVertex3f(-c/2,0.0F,-c/2);
glVertex3f(-c/2,0.0F,c/2);
glVertex3f(-c/2,c/2,c/2);
glEnd();
glBegin(GL_QUADS);
glNormal3f(0.0F,0.0F,1.0F);
glVertex3f(-c/2,c/2,c/2);
glVertex3f(-c/2,0.0F,c/2);
glVertex3f(c/2,0.0F,c/2);
glVertex3f(c/2,c/2,c/2);
glEnd();
glBegin(GL_QUADS);
glNormal3f(0.0F,0.0F,-1.0F);
glVertex3f(c/2,c/2,-c/2);
glVertex3f(c/2,0.0F,-c/2);
glVertex3f(-c/2,0.0F,-c/2);
glVertex3f(-c/2,c/2,-c/2);
glEnd();
glDisable(GL_LIGHTING);
glClear(GL_DEPTH_BUFFER_BIT);
glColor4fv(couleurGrisFonce());
glBegin(GL_LINES);
glVertex3f(c/2,c/2,c/2);
glVertex3f(c/2,c/2,-c/2);
glVertex3f(c/2,c/2,-c/2);
glVertex3f(-c/2,c/2,-c/2);
glVertex3f(-c/2,c/2,-c/2);
glVertex3f(-c/2,c/2,c/2);
glVertex3f(-c/2,c/2,c/2);
glVertex3f(c/2,c/2,c/2);
glVertex3f(c/2,c/2,c/2);
glVertex3f(c/2,0.0F,c/2);
glVertex3f(-c/2,c/2,c/2);
glVertex3f(-c/2,0.0F,c/2);
glVertex3f(-c/2,c/2,-c/2);
glVertex3f(-c/2,0.0F,-c/2);
glVertex3f(c/2,c/2,-c/2);
glVertex3f(c/2,0.0F,-c/2);
glVertex3f(c/2,0.0F,c/2);
glVertex3f(c/2,0.0F,-c/2);
glVertex3f(c/2,0.0F,-c/2);
glVertex3f(-c/2,0.0F,-c/2);
glVertex3f(-c/2,0.0F,-c/2);
glVertex3f(-c/2,0.0F,c/2);
glVertex3f(-c/2,0.0F,c/2);
glVertex3f(c/2,0.0F,c/2);
glEnd();
int i;
glBegin(GL_LINES);
for ( i = 1 ; i < 2*n ; i++ ) {
glVertex3f(c/2,c/2,-c/2+i*c/2.0F/n);
glVertex3f(-c/2,c/2,-c/2+i*c/2.0F/n); }
for ( i = 1 ; i < 2*n ; i++ ) {
glVertex3f(-c/2+i*c/2.0F/n,c/2,c/2);
glVertex3f(-c/2+i*c/2.0F/n,c/2,-c/2); }
for ( i = 1 ; i < 2*n ; i++ ) {
glVertex3f(c/2,c/2,-c/2+i*c/2.0F/n);
glVertex3f(c/2,0.0F,-c/2+i*c/2.0F/n); }
for ( i = 1 ; i < 2*n ; i++ ) {
glVertex3f(-c/2,c/2,-c/2+i*c/2.0F/n);
glVertex3f(-c/2,0.0F,-c/2+i*c/2.0F/n); }
for ( i = 1 ; i < 2*n ; i++ ) {
glVertex3f(-c/2+i*c/2.0F/n,c/2,c/2);
glVertex3f(-c/2+i*c/2.0F/n,0.0F,c/2); }
for ( i = 1 ; i < 2*n ; i++ ) {
glVertex3f(-c/2+i*c/2.0F/n,c/2,-c/2);
glVertex3f(-c/2+i*c/2.0F/n,0.0F,-c/2); }
for ( i = 1 ; i < n ; i++ ) {
glVertex3f(-c/2,c/2-i*c/2.0F/n,-c/2);
glVertex3f(c/2,c/2-i*c/2.0F/n,-c/2); }
for ( i = 1 ; i < n ; i++ ) {
glVertex3f(-c/2,c/2-i*c/2.0F/n,c/2);
glVertex3f(c/2,c/2-i*c/2.0F/n,c/2); }
for ( i = 1 ; i < n ; i++ ) {
glVertex3f(-c/2,c/2-i*c/2.0F/n,-c/2);
glVertex3f(-c/2,c/2-i*c/2.0F/n,c/2); }
for ( i = 1 ; i < n ; i++ ) {
glVertex3f(c/2,c/2-i*c/2.0F/n,-c/2);
glVertex3f(c/2,c/2-i*c/2.0F/n,c/2); }
glEnd();
}
void solidBaseHemicube(double c) {
glEnable(GL_LIGHTING);
glBegin(GL_QUADS);
glNormal3f(0.0F,-1.0F,0.0F);
glVertex3f(c/2,0.0F,c/2);
glVertex3f(-c/2,0.0F,c/2);
glVertex3f(-c/2,0.0F,-c/2);
glVertex3f(c/2,0.0F,-c/2);
glEnd();
glDisable(GL_LIGHTING);
}
double facteurElementaire(int pi,int pj,int aff,int disc) {
double ff = 0.0F;
int ii,jj;
switch (aff) {
case 0 : ii = ( pi < disc) ? disc-1-pi : pi-disc ;
jj = ( pj < disc) ? disc-1-pj : pj-disc;
ff = fe[0][ii][jj]/totfe;
break;
case 1 :
case 2 :
case 3 :
case 4 : ii = ( pi < disc) ? disc-1-pi : pi-disc ;
jj = pj ;
ff = fe[1][ii][jj]/totfe;
break; }
return(ff);
}
void display(void) {
direc3D n1;
coord3D c1;
normale(&fi,&n1);
centre(&fi,&c1);
glClear(GL_COLOR_BUFFER_BIT);
glPushMatrix();
manipulateurSouris();
manipulateurClavier();
glClear(GL_DEPTH_BUFFER_BIT);
glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,couleurVertFonce(0.4F));
glPushMatrix();
glTranslatef(c1.x,c1.y,c1.z);
glEnable(GL_CULL_FACE);
solidHemicube(cote*2,disc);
solidBaseHemicube(cote*2);
glDisable(GL_CULL_FACE);
glClear(GL_DEPTH_BUFFER_BIT);
glPopMatrix();
glColor4fv(couleurRose(0.5F));
traceFacette4(GL_QUADS,&fi);
glClear(GL_DEPTH_BUFFER_BIT);
{ glColor4fv(couleurRoseFonce(0.5F));
direc3D d1;
direc3D d2;
vecteursOrthogonaux(&n1,&d1,&d2);
glBegin(GL_POLYGON);
glVertex3f(c1.x+d1.x/2+d2.x/2,c1.y+d1.y/2+d2.y/2,c1.z+d1.z/2+d2.z/2);
glVertex3f(c1.x+d1.x/2-d2.x/2,c1.y+d1.y/2-d2.y/2,c1.z+d1.z/2-d2.z/2);
glVertex3f(c1.x-d1.x/2-d2.x/2,c1.y-d1.y/2-d2.y/2,c1.z-d1.z/2-d2.z/2);
glVertex3f(c1.x-d1.x/2+d2.x/2,c1.y-d1.y/2+d2.y/2,c1.z-d1.z/2+d2.z/2);
glEnd(); }
glClear(GL_DEPTH_BUFFER_BIT);
glColor4fv(couleurRouge(0.8F));
traceFacette4(GL_LINE_LOOP,&fi);
{ glColor4fv(couleurRougeFonce(0.8F));
setAlignement(CENTER);
coord3D cc;
centrePondere(&fi,&cc,1.0F,12.0F,1.0F,1.0F);
placeFontCursor(cc.x,cc.y,cc.z) ;
simpleBitmapOutput(REGULAR8x13,"A") ;
deplacementCursor(8,3,0) ;
simpleBitmapOutput(REGULAR6x10,"i") ; }
{ glColor4fv(couleurRougeFonce(0.8F));
setAlignement(CENTER);
coord3D cc;
centrePondere(&fi,&cc,1.0F,1.0F,2.0F,1.0F);
placeFontCursor(cc.x,cc.y,cc.z) ;
simpleBitmapOutput(REGULAR8x13,"dA") ;
deplacementCursor(12,3,0) ;
simpleBitmapOutput(REGULAR6x10,"i") ; }
{ glColor4fv(couleurRougeFonce(0.8F));
direc3D d1;
direc3D d2;
vecteursOrthogonaux(&n1,&d1,&d2);
glBegin(GL_LINE_LOOP);
glVertex3f(c1.x+d1.x/2+d2.x/2,c1.y+d1.y/2+d2.y/2,c1.z+d1.z/2+d2.z/2);
glVertex3f(c1.x+d1.x/2-d2.x/2,c1.y+d1.y/2-d2.y/2,c1.z+d1.z/2-d2.z/2);
glVertex3f(c1.x-d1.x/2-d2.x/2,c1.y-d1.y/2-d2.y/2,c1.z-d1.z/2-d2.z/2);
glVertex3f(c1.x-d1.x/2+d2.x/2,c1.y-d1.y/2+d2.y/2,c1.z-d1.z/2+d2.z/2);
glEnd(); }
glColor4fv(couleurBleuCielFonce(0.5F));
switch ( aff ) {
case 0 : afficheElementsDuDessus(cote,&c1,disc);
break;
case 1 : afficheElementsDeDerriere(cote,&c1,disc);
break;
case 2 : afficheElementsDeDevant(cote,&c1,disc);
break;
case 3 : afficheElementsDeDroite(cote,&c1,disc);
break;
case 4 : afficheElementsDeGauche(cote,&c1,disc);
break; }
glClear(GL_DEPTH_BUFFER_BIT);
{ glColor4fv(couleurRouge(0.8F));
glPushMatrix();
glTranslatef(c1.x,c1.y,c1.z);
flecheEnVolume(n1.x*cote,n1.y*cote,n1.z*cote,0.1F,0.3F,0.02F);
glPopMatrix();
glColor4fv(couleurRougeFonce(0.8F));
setAlignement(LEFT);
placeFontCursor(c1.x+n1.x*2.5,c1.y+n1.y*2.5,c1.z+n1.z*2.5) ;
deplacementCursor(5,0,0) ;
simpleBitmapOutput(REGULAR8x13,"N") ;
deplacementCursor(15,2,0) ;
simpleBitmapOutput(REGULAR6x10,"i") ;
deplacementCursor(4,-5,0) ;
simpleBitmapOutput(DESSIN,"TF") ; }
{ glPushMatrix();
glTranslatef(-3.0F,2.0F,1.25F);
axes();
glPopMatrix(); }
glPopMatrix();
ff = facteurElementaire(pi[aff],pj[aff],aff,disc);
glFlush();
glutSwapBuffers();
glutPostWindowRedisplay(f2);
}
void key2(unsigned char key,int x,int y) {
int *v,i;
switch ( key ) {
case 'a' : v = &pi[aff];
(*v)++ ;
if ( *v >= disc*2 )
*v = 0;
glutPostWindowRedisplay(f1);
break;
case 'A' : v = &pi[aff];
(*v)-- ;
if ( *v < 0 )
*v = disc*2-1;
glutPostWindowRedisplay(f1);
break;
case 'b' : v = &pj[aff];
(*v)++ ;
if ( *v >= ((aff == 0) ? disc*2 : disc) )
*v = 0;
glutPostWindowRedisplay(f1);
break;
case 'B' : v = &pj[aff];
(*v)-- ;
if ( *v < 0 )
*v = ((aff == 0) ? disc*2 : disc)-1;
glutPostWindowRedisplay(f1);
break;
case 43 : liberationFacteursElementaires(disc,fe);
disc++ ;
fe = calculFacteursElementaires(disc);
totfe = sommeTotaleFacteursElementaires(disc,fe);
glutPostWindowRedisplay(f1);
break;
case 45 : liberationFacteursElementaires(disc,fe);
disc-- ;
if ( disc < 2 )
disc = 2 ;
fe = calculFacteursElementaires(disc);
totfe = sommeTotaleFacteursElementaires(disc,fe);
for ( i = 0 ; i < 5 ; i++ ) {
v = &pi[i];
if ( *v > 2*disc-1 )
*v = 2*disc-1;
v = &pj[i];
if ( *v > ((i == 0 ) ? 2*disc-1 : disc-1) )
*v = ((i == 0 ) ? 2*disc : disc)-1; }
glutPostWindowRedisplay(f1);
break;
case 32 : aff = (aff+1)%5 ;
glutPostRedisplay();
break;
case 0x1B : exit(0);
break; }
}
void key(unsigned char key,int x,int y) {
if ( keyManipulateur(key,x,y) )
glutPostWindowRedisplay(f1);
else
key2(key,x,y);
}
void special(int key,int x,int y) {
if ( specialManipulateur(key,x,y) ) {
glutPostWindowRedisplay(f1); }
}
void reshape2(int w,int h) {
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0,w,-h,0,-1.0,1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void display2() {
glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
glClearColor(0.0F,0.0F,0.0F,1.0F) ;
glPushMatrix();
float pos = 1.0F;
glColor4fv(couleurBlanc());
setAlignement(LEFT);
placeFontCursor(5.0F,-pos*20.0F,0.0F) ;
simpleBitmapOutput(1,REGULAR8x13,"Facteur de forme : %10.8lf",ff) ;
pos += 1.0F;
glPopMatrix();
glFlush();
glutSwapBuffers();
}
int main(int argc,char **argv) {
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA|GLUT_DEPTH);
glutInitWindowPosition(10,10);
glutInitWindowSize(300,240);
f1 = glutCreateWindow("L'Hemicube en radiosite");
myinit();
creationMenuBasique();
setParametresOrthoBasique(-5.0,5.0,-6.0,4.0,-50.0,50.0);
setManipulateurDistance(1.0F);
setManipulateurClavierAngle(20.0F,-60.0F,0.0F) ;
glutReshapeFunc(reshapeOrthoBasique);
glutKeyboardFunc(key);
glutSpecialFunc(specialBasique);
glutMotionFunc(motionBasique);
glutMouseFunc(sourisBasique);
glutDisplayFunc(display);
glutInitWindowSize(310,30);
glutInitWindowPosition(40,360);
glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE);
f2 = glutCreateWindow("Valeurs");
creationMenuBasique();
glutDisplayFunc(display2);
glutReshapeFunc(reshape2);
glutKeyboardFunc(key2);
glutSpecialFunc(special);
glutMainLoop();
return(0);
}
/* ************************************************** */