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| #include <GL/glew.h>
#include <GL/freeglut.h>
#include <iostream>
#include <fstream>
GLuint buffer;
// vertex coords array
GLfloat vertices[] = {1,1,1, -1,1,1, -1,-1,1, 1,-1,1, // v0-v1-v2-v3
1,1,1, 1,-1,1, 1,-1,-1, 1,1,-1, // v0-v3-v4-v5
1,1,1, 1,1,-1, -1,1,-1, -1,1,1, // v0-v5-v6-v1
-1,1,1, -1,1,-1, -1,-1,-1, -1,-1,1, // v1-v6-v7-v2
-1,-1,-1, 1,-1,-1, 1,-1,1, -1,-1,1, // v7-v4-v3-v2
1,-1,-1, -1,-1,-1, -1,1,-1, 1,1,-1}; // v4-v7-v6-v5
// color array
GLfloat colors[] = {1,1,1, 1,1,0, 1,0,0, 1,0,1, // v0-v1-v2-v3
1,1,1, 1,0,1, 0,0,1, 0,1,1, // v0-v3-v4-v5
1,1,1, 0,1,1, 0,1,0, 1,1,0, // v0-v5-v6-v1
1,1,0, 0,1,0, 0,0,0, 1,0,0, // v1-v6-v7-v2
0,0,0, 0,0,1, 1,0,1, 1,0,0, // v7-v4-v3-v2
0,0,1, 0,0,0, 0,1,0, 0,1,1}; // v4-v7-v6-v5
void exitGL()
{
glDeleteBuffers(1, &buffer);
std::cout << "buffer supprimé" << std::endl;
}
void keyboardGL(unsigned char key, int x, int y)
{
switch(key)
{
case 27:
exit(0);
break;
default:
;
}
glutPostRedisplay();
}
void reshapeGL(int h, int w)
{
glViewport(0, 0, w, h);
float aspectRatio = (float)w / h;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0f, (float)(w)/h, 1.0f, 1000.0f);
glMatrixMode(GL_MODELVIEW);
}
//affichage opengl
void displayGL(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glColorPointer(3, GL_FLOAT, 0, (void*)sizeof(vertices));
glVertexPointer(3, GL_FLOAT, 0, 0);
glDrawArrays(GL_QUADS, 0, 24);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glPopMatrix();
glutSwapBuffers();
}
//initialisation opengl
void initGLUT(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitContextVersion(3,3);
//glutInitContextFlags (GLUT_FORWARD_COMPATIBLE | GLUT_DEBUG);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA | GLUT_STENCIL);
glutInitWindowSize(640,480);
glutInitWindowPosition(50,50);
glutCreateWindow("test shader");
glutDisplayFunc(displayGL);
glutReshapeFunc(reshapeGL);
glutKeyboardFunc(keyboardGL);
}
void initLights()
{
// set up light colors (ambient, diffuse, specular)
GLfloat lightKa[] = {.2f, .2f, .2f, 1.0f}; // ambient light
GLfloat lightKd[] = {.7f, .7f, .7f, 1.0f}; // diffuse light
GLfloat lightKs[] = {1, 1, 1, 1}; // specular light
glLightfv(GL_LIGHT0, GL_AMBIENT, lightKa);
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightKd);
glLightfv(GL_LIGHT0, GL_SPECULAR, lightKs);
// position the light
float lightPos[4] = {0, 0, 20, 1}; // positional light
glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
glEnable(GL_LIGHT0);
}
void setCamera(float posX, float posY, float posZ, float targetX, float targetY, float targetZ)
{
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(posX, posY, posZ, targetX, targetY, targetZ, 0, 1, 0);
}
void initGL()
{
glShadeModel(GL_SMOOTH);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
glEnable(GL_CULL_FACE);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClearStencil(0);
glClearDepth(1.0f);
glDepthFunc(GL_LEQUAL);
initLights();
setCamera(0, 0, 5, 0, 0, 0);
}
int main(int argc, char *argv[])
{
int OpenGLVersion[2];
GLint erreurCompilation = 0, tailleErreur = 0;
char *erreur = NULL;
//intialisation
initGLUT(argc,argv);
GLenum err=glewInit();
if(err!=GLEW_OK)
{
std::cout << "glewInit failed, aborting." << std::endl;
exit(1);
}
glGetIntegerv(GL_MAJOR_VERSION, &OpenGLVersion[0]);
glGetIntegerv(GL_MINOR_VERSION, &OpenGLVersion[1]);
std::cout << "OpenGL version = " << OpenGLVersion[0] << ".";
std::cout << OpenGLVersion[1] << std::endl << std::endl;
initGL();
atexit(exitGL);
//mise en tampon des buffers
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices)+sizeof(colors), vertices, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glBufferSubData(GL_ARRAY_BUFFER, sizeof(vertices), sizeof(colors), colors);
//boucle opengl
glutMainLoop();
} |
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