L'exécutable

Le source : DeAJouerTransparent.cpp

/* Auteur: Nicolas JANEY         */
/* nicolas.janey@univ-fcomte.fr  */
/* Decembre 2005                 */
/* Dessin d'un de a jouer        */
/* avec texture transparente     */

#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 "ModuleManipulateur.h"
#include "ModuleMenus.h"
#include "ModuleReshape.h"

#define LI 16 
#define LH 16 

static float anglex = 0.0F;
static float angley = 0.0F;
static float anglez = 0.0F;
static GLubyte un[LI][LH][4]; 
static GLubyte deux[LI][LH][4]; 
static GLubyte trois[LI][LH][4]; 
static GLubyte quatre[LI][LH][4]; 
static GLubyte cinq[LI][LH][4]; 
static GLubyte six[LI][LH][4]; 
static int anim = 1;

void setNoir(GLubyte *p) {
  p[0] = p[1] = p[2] = 0x00;
  p[3] = 0xFF;
}

void pointUn(GLubyte img[LI][LH][4]) {
  setNoir(img[7][7]);
  setNoir(img[7][8]);
  setNoir(img[8][7]);
  setNoir(img[8][8]);
}

void pointDeux(GLubyte img[LI][LH][4]) {
  setNoir(img[3][3]);
  setNoir(img[3][4]);
  setNoir(img[4][3]);
  setNoir(img[4][4]);
}

void pointTrois(GLubyte img[LI][LH][4]) {
  setNoir(img[11][11]);
  setNoir(img[11][12]);
  setNoir(img[12][11]);
  setNoir(img[12][12]);
}

void pointQuatre(GLubyte img[LI][LH][4]) {
  setNoir(img[3][11]);
  setNoir(img[3][12]);
  setNoir(img[4][11]);
  setNoir(img[4][12]);
}

void pointCinq(GLubyte img[LI][LH][4]) {
  setNoir(img[11][3]);
  setNoir(img[11][4]);
  setNoir(img[12][3]);
  setNoir(img[12][4]);
}

void pointSix(GLubyte img[LI][LH][4]) {
  setNoir(img[11][7]);
  setNoir(img[11][8]);
  setNoir(img[12][7]);
  setNoir(img[12][8]);
}

void pointSept(GLubyte img[LI][LH][4]) {
  setNoir(img[3][7]);
  setNoir(img[3][8]);
  setNoir(img[4][7]);
  setNoir(img[4][8]);
}

void makeImages(void) { 
  int i,j; 
  for( i = 0 ; i < LI ; i++ ) { 
    for( j = 0 ; j < LH ; j++ ) { 
      un[i][j][0] = un[i][j][1] = un[i][j][2] =(GLubyte) 255; 
      un[i][j][3] =(GLubyte) 30;
      deux[i][j][0] = deux[i][j][1] = deux[i][j][2] =(GLubyte) 255; 
      deux[i][j][3] =(GLubyte) 30;
      trois[i][j][0] = trois[i][j][1] = trois[i][j][2] =(GLubyte) 255; 
      trois[i][j][3] =(GLubyte) 30;
      quatre[i][j][0] = quatre[i][j][1] = quatre[i][j][2] =(GLubyte) 255; 
      quatre[i][j][3] =(GLubyte) 30;
      cinq[i][j][0] = cinq[i][j][1] = cinq[i][j][2] =(GLubyte) 255; 
      cinq[i][j][3] =(GLubyte) 30;
      six[i][j][0] = six[i][j][1] = six[i][j][2] =(GLubyte) 255;
      six[i][j][3] =(GLubyte) 30; } }
  pointUn(un);
  pointUn(trois);
  pointUn(cinq);
  pointDeux(deux);
  pointDeux(trois);
  pointDeux(quatre);
  pointDeux(cinq);
  pointDeux(six);
  pointTrois(deux);
  pointTrois(trois);
  pointTrois(quatre);
  pointTrois(cinq);
  pointTrois(six);
  pointQuatre(quatre);
  pointQuatre(cinq);
  pointQuatre(six);
  pointCinq(quatre);
  pointCinq(cinq);
  pointCinq(six);
  pointSix(six);
  pointSept(six);

  
void de(float c){
  c /= 2.0F;
  glTexImage2D(GL_TEXTURE_2D,0,4,LI,LH,0,GL_RGBA,GL_UNSIGNED_BYTE,&un[0][0][0]); 
  glPushMatrix();
  glBegin(GL_QUADS);
  glNormal3f(0.0F,0.0F,-1.0F);
  glTexCoord2f(0.0F,0.0F);
  glVertex3f(c,c,-c);
  glTexCoord2f(0.0F,1.0F);
  glVertex3f(c,-c,-c);
  glTexCoord2f(1.0F,1.0F);
  glVertex3f(-c,-c,-c);
  glTexCoord2f(1.0F,0.0F);
  glVertex3f(-c,c,-c);
  glEnd();
  glTexImage2D(GL_TEXTURE_2D,0,4,LI,LH,0,GL_RGBA,GL_UNSIGNED_BYTE,&six[0][0][0]); 
  glBegin(GL_QUADS);
  glNormal3f(0.0F,0.0F,1.0F);
  glTexCoord2f(0.0F,0.0F);
  glVertex3f(c,c,c);
  glTexCoord2f(0.0F,1.0F);
  glVertex3f(-c,c,c);
  glTexCoord2f(1.0F,1.0F);
  glVertex3f(-c,-c,c);
  glTexCoord2f(1.0F,0.0F);
  glVertex3f(c,-c,c);
  glEnd();
  glTexImage2D(GL_TEXTURE_2D,0,4,LI,LH,0,GL_RGBA,GL_UNSIGNED_BYTE,&deux[0][0][0]); 
  glBegin(GL_QUADS);
  glNormal3f(-1.0F,0.0F,0.0F);
  glTexCoord2f(0.0F,0.0F);
  glVertex3f(-c,c,-c);
  glTexCoord2f(0.0F,1.0F);
  glVertex3f(-c,-c,-c);
  glTexCoord2f(1.0F,1.0F);
  glVertex3f(-c,-c,c);
  glTexCoord2f(1.0F,0.0F);
  glVertex3f(-c,c,c);
  glEnd();
  glTexImage2D(GL_TEXTURE_2D,0,4,LI,LH,0,GL_RGBA,GL_UNSIGNED_BYTE,&cinq[0][0][0]); 
  glBegin(GL_QUADS);
  glNormal3f(1.0F,0.0F,0.0F);
  glTexCoord2f(0.0F,0.0F);
  glVertex3f(c,c,c);
  glTexCoord2f(0.0F,1.0F);
  glVertex3f(c,-c,c);
  glTexCoord2f(1.0F,1.0F);
  glVertex3f(c,-c,-c);
  glTexCoord2f(1.0F,0.0F);
  glVertex3f(c,c,-c);
  glEnd();
  glTexImage2D(GL_TEXTURE_2D,0,4,LI,LH,0,GL_RGBA,GL_UNSIGNED_BYTE,&trois[0][0][0]); 
  glBegin(GL_QUADS);
  glNormal3f(0.0F,-1.0F,0.0F);
  glTexCoord2f(0.0F,0.0F);
  glVertex3f(-c,-c,c);
  glTexCoord2f(0.0F,1.0F);
  glVertex3f(-c,-c,-c);
  glTexCoord2f(1.0F,1.0F);
  glVertex3f(c,-c,-c);
  glTexCoord2f(1.0F,0.0F);
  glVertex3f(c,-c,c);
  glEnd();
  glTexImage2D(GL_TEXTURE_2D,0,4,LI,LH,0,GL_RGBA,GL_UNSIGNED_BYTE,&quatre[0][0][0]); 
  glBegin(GL_QUADS);
  glNormal3f(0.0F,1.0F,0.0F);
  glTexCoord2f(0.0F,0.0F);
  glVertex3f(c,c,c);
  glTexCoord2f(0.0F,1.0F);
  glVertex3f(c,c,-c);
  glTexCoord2f(1.0F,1.0F);
  glVertex3f(-c,c,-c);
  glTexCoord2f(1.0F,0.0F);
  glVertex3f(-c,c,c);
  glEnd();
  glPopMatrix();
}

void display(void) {
  glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
  glPushMatrix();
  manipulateurSouris();
  manipulateurClavier();
  glRotatef(anglex,1.0F,0.0F,0.0F);
  glRotatef(angley,0.0F,1.0F,0.0F);
  glRotatef(anglez,0.0F,0.0F,1.0F);
  de(3.6F) ;
  glPopMatrix();
  glFlush();
  glutSwapBuffers();
}

void myinit (void) {
  glClearColor(0.5F,0.5F,0.5F,0.0F);
  glShadeModel(GL_SMOOTH);
  glEnable(GL_NORMALIZE);
  //glEnable(GL_DEPTH_TEST);
  glEnable(GL_LIGHTING);
  glEnable(GL_LIGHT0);
  glEnable(GL_LIGHT1);
  glEnable(GL_LIGHT2);
  float dir0[4] = { 1.0F,1.0F,1.0F,0.0F };
  glLightfv(GL_LIGHT0,GL_POSITION,dir0) ;
  glLightfv(GL_LIGHT0,GL_DIFFUSE,couleurVert()) ;
  float dir1[4] = { -1.0F,1.0F,1.0F,0.0F };
  glLightfv(GL_LIGHT1,GL_POSITION,dir1) ;
  glLightfv(GL_LIGHT1,GL_DIFFUSE,couleurBleu()) ;
  float dir2[4] = { 0.0F,-1.0F,1.0F,0.0F };
  glLightfv(GL_LIGHT2,GL_POSITION,dir2) ;
  glLightfv(GL_LIGHT2,GL_DIFFUSE,couleurRouge()) ;
  makeImages(); 
  glPixelStorei(GL_UNPACK_ALIGNMENT,1); 
  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); 
  glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); 
  glEnable(GL_TEXTURE_2D); 
  glEnable(GL_BLEND);
  glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
}

void idle(void) {
  anglex += 0.31F;
  angley += 0.37F;
  anglez += 0.41F;
  glutPostRedisplay();
}

void key(unsigned char key,int x,int y) {
  static int aff = 1;
  if ( keyManipulateur(key,x,y) )
    glutPostRedisplay();
    else
    switch ( key ) {
      case ' '    : anim = !anim;
                    glutIdleFunc((anim) ? idle : NULL);
                    break;
      case 0x0D   : aff = !aff;
                    glPolygonMode(GL_FRONT_AND_BACK,(aff) ? GL_FILL : GL_LINE);
                    glutPostRedisplay(); }
}

int main(int argc,char **argv) {
  glutInit(&argc,argv);
  glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE);
  glutInitWindowSize(250,250); 
  glutInitWindowPosition(50,50); 
  glutCreateWindow("De transparent"); 
  myinit(); 
  creationMenuBasique();
  setParametresOrthoBasique(-3.5F,3.5F,-3.5F,3.5F,-500.0,500.0);
  setManipulateurDistance(1.0F);
  glutReshapeFunc(reshapeOrthoBasique);
  glutKeyboardFunc(key);
  glutSpecialFunc(specialBasique);
  glutMotionFunc(motionBasique);
  glutMouseFunc(sourisBasique);
  glutIdleFunc(idle);
  glutDisplayFunc(display);
  glutMainLoop();
  return(0);
}

Les modules utilitaires : Modules.zip

RETOUR