Le source : TD-PlacementCylindreEtCone.cpp
#include <windows.h> #include <GL/gl.h> #include <GL/glu.h> #include <GL/glaux.h> #include <stdio.h> #include <stdlib.h> #include <math.h> static float anglex = 0.0F ; static float h = 0.5F ; static int scene = 1 ; void CALLBACK display(void) { glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glPushMatrix(); glRotatef(anglex,1.0F,0.0F,0.0F) ; auxWireSphere(0.1); if ( scene ) auxWireCylinder(1.0,h); else auxWireCone(1.0,h); glPopMatrix(); glFlush(); auxSwapBuffers(); } void myinit (void) { glClearColor(0.5F,0.5F,0.5F,0.0F); glColor3f(1.0F,1.0F,1.0F); glShadeModel(GL_SMOOTH); glEnable(GL_DEPTH_TEST); } void CALLBACK myReshape(int w, int h) { glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-1.5,1.5,-1.5/w*h,1.5/w*h,-3.0,3.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void CALLBACK up(void) { anglex++ ; } void CALLBACK down(void) { anglex-- ; } void CALLBACK left(void) { h += 0.1f ; } void CALLBACK right(void) { h -= 0.1f ; } void CALLBACK enter(void) { scene = 1-scene ; } void main(void) { auxInitDisplayMode(AUX_DOUBLE|AUX_RGBA|AUX_DEPTH); auxInitPosition (0,0,300,300); auxInitWindow("Placement cylindre et cone") ; myinit(); auxKeyFunc(AUX_UP,up) ; auxKeyFunc(AUX_DOWN,down) ; auxKeyFunc(AUX_LEFT,left) ; auxKeyFunc(AUX_RIGHT,right) ; auxKeyFunc(AUX_RETURN,enter) ; auxReshapeFunc(myReshape); auxMainLoop(display); }
RETOUR