 
  
 
Fichier source : ParametragesGLUt3.cpp
    Modules utilitaires
/* Fonction executee lorsqu'aucun evenement     */
    /* n'est en file d'attente                      */
    
    static float r0 = 0.0F;
    static float r1 = 0.0F;
    static float r2 = 0.0F;
    
    static void idle(void) {
      r0 += 0.3355F;
      r1 += 0.6117F;
      r2 += 0.4174F;
      glutPostRedisplay();
    }
    
    static int mode = 1;
    
    /* Scene dessinee                               */
    
    static void scene1(void) {
      glPushMatrix();
      glPushMatrix();
      glTranslatef(2.0F,0.0F,2.0F);
      glutSolidCube(2.0);
      glPopMatrix();
      glPushMatrix();
      glTranslatef(2.0F,0.0F,-2.0F);
      glutSolidCube(2.0);
      glPopMatrix();
      glPushMatrix();
      glTranslatef(-2.0F,0.0F,2.0F);
      glutSolidCube(2.0);
      glPopMatrix();
      glPushMatrix();
      glTranslatef(-2.0F,0.0F,-2.0F);
      glutSolidCube(2.0);
      glPopMatrix();
      glPopMatrix();
    }
    
    static void scene2(void) {
      glPushMatrix();
      glPushMatrix();
      glTranslatef(2.0F,0.0F,2.0F);
      glutSolidSphere(1.0,36,18);
      glPopMatrix();
      glPushMatrix();
      glTranslatef(2.0F,0.0F,-2.0F);
      glutSolidSphere(1.0,36,18);
      glPopMatrix();
      glPushMatrix();
      glTranslatef(-2.0F,0.0F,2.0F);
      glutSolidSphere(1.0,36,18);
      glPopMatrix();
      glPushMatrix();
      glTranslatef(-2.0F,0.0F,-2.0F);
      glutSolidSphere(1.0,36,18);
      glPopMatrix();
      glPopMatrix();
    }
    
    /* Fonction executee lors d'un rafraichissement */
    /* de la fenetre de dessin                      */
    
    static void display1(void) {
      glClearColor(0.3F,0.3F,0.3F,0.5F);
      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
      const GLfloat light0_position[] = { 0.0,0.0,0.0,1.0 };
      const GLfloat light1_position[] = { -1.0,1.0,1.0,0.0 };
      const GLfloat light2_position[] = { 1.0,-1.0,1.0,0.0 };
      glLightfv(GL_LIGHT0,GL_POSITION,light0_position);
      glLightfv(GL_LIGHT1,GL_POSITION,light1_position);
      glLightfv(GL_LIGHT2,GL_POSITION,light2_position);
      glPolygonMode(GL_FRONT_AND_BACK,( mode ) ? GL_FILL : GL_LINE);
      glPushMatrix();
      glRotatef(r0,1.0,0.0,0.0);
      glRotatef(r1,0.0,1.0,0.0);
      glRotatef(r2,0.0,0.0,1.0);
      scene1();
      glPopMatrix();
      glFlush();
      glutSwapBuffers();
      int error = glGetError();
      if ( error != GL_NO_ERROR )
        printf("Attention erreur %d\n",error);
    }
    
    static void display2(void) {
      glClearColor(0.3F,0.3F,0.3F,0.5F);
      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
      const GLfloat light0_position[] = { 0.0,0.0,0.0,1.0 };
      const GLfloat light1_position[] = { -1.0,1.0,1.0,0.0 };
      const GLfloat light2_position[] = { 1.0,-1.0,1.0,0.0 };
      glLightfv(GL_LIGHT0,GL_POSITION,light0_position);
      glLightfv(GL_LIGHT1,GL_POSITION,light1_position);
      glLightfv(GL_LIGHT2,GL_POSITION,light2_position);
      glPolygonMode(GL_FRONT_AND_BACK,( mode ) ? GL_FILL : GL_LINE);
      glPushMatrix();
      glRotatef(r0,1.0,0.0,0.0);
      glRotatef(r1,0.0,1.0,0.0);
      glRotatef(r2,0.0,0.0,1.0);
      scene2();
      glPopMatrix();
      glFlush();
      glutSwapBuffers();
      int error = glGetError();
      if ( error != GL_NO_ERROR )
        printf("Attention erreur %d\n",error);
    }
    
    /* Fonction executee lors de l'appui            */
    /* d'une touche alphanumerique du clavier       */
    
    static void keyboard(unsigned char key,int x,int y) {
      switch (key) {
        case 0x0D :
          { static int anim = 0;
            anim = !anim;
            glutIdleFunc(( anim ) ? idle : NULL); }
          break;
        case 0x20 :
          { static int objet = 1;
            objet = !objet;
            glutDisplayFunc(( objet ) ? display1 : display2); }
          glutPostRedisplay();
          break;
        case 'm' :
          { mode = !mode; }
          glutPostRedisplay();
          break;
        case 0x1B :
          exit(0);
          break; }
    }