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| int main(int argc , char **argv)
{
FSOUND_Init(44100, 32, 0);
glutInit(&argc,argv);
Initialise(); /* Fonction à écrire pour initialiser la machine OpenGL */
glutKeyboardFunc(Keyboard);
glutSpecialFunc(SpecialKeyboard);
glutKeyboardUpFunc(KeyboardUp);
glutSpecialUpFunc(SpecialKeyboardUp);
glutDisplayFunc(DrawScene); /* fonction à appeler avec la fonction principale de rendu à écrire */
glutReshapeFunc(Resize);
loadSample(1,"audio/walker.mp3");
loadSample(2,"audio/batwing.mp3");
loadSample(3,"audio/car.mp3");
loadSample(4,"audio/falco.mp3");
loadSample(5,"audio/pika.mp3");
loadSample(6,"audio/rabbid.mp3");
FSOUND_SetVolume (1, 0);
FSOUND_SetVolume (2, 0);
FSOUND_SetVolume (3, 0);
FSOUND_SetVolume (4, 0);
FSOUND_SetVolume (5, 0);
FSOUND_SetVolume (6, 0);
glutMainLoop(); /* Fonction de boucle infinie */
FSOUND_Close ();
return 0;
}
GLvoid Initialise()
{
int i;
glutSetKeyRepeat(GLUT_KEY_REPEAT_OFF);
for(i=0;i<7;i++) keyPressed[i]=0;
GLvoid DefineWindow(char *);
glutInitDisplayMode( GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE );
DefineWindow("Elbow Manipulator");
glPointSize(5.f);
glLineWidth(3.f);
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_LINE_SMOOTH);
glDisable(GL_CULL_FACE );
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL );
glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,25.f);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
DefineLight(4);
loadView();
glGetFloatv(GL_MODELVIEW_MATRIX, TrMatrix);
OBJallmalloc();
AF4loaded = ReadOBJModel ("models/Humanoid_Bird_by_FryeLock.obj",AF4);
AF6loaded = ReadOBJModel ("models/Sonic_by_Dr._MECha.obj",AF6);
AF5loaded = ReadOBJModel ("models/pikachu_by_Yusuf_ES.obj",AF5);
AF7loaded = ReadOBJModel ("models/rabbids-ubisoft_by_jondiyolahe.obj",AF7);
V2loaded = ReadOBJModel ("models/ati_walker_by_Saturnix.obj",V2);
V3loaded = ReadOBJModel ("models/Batwing_by_crocobaura.obj",V3);
V5loaded = ReadOBJModel ("models/Hyundai_Coupe_by_petomavar.obj",V5);
Boxloaded = ReadOBJModel ("models/CartonBox_out_by_JCihelka.obj",Box);
hatloaded = ReadOBJModel ("models/Hat_by_3d_Wanderer.obj",hat);
sherlockloaded = ReadOBJModel ("models/MagnifyingGlass_by_Will_LaPuerta.obj",sherlock);
time (&timeold);
time (&timenow);
startclock = clock();
}
GLvoid Resize(GLsizei WindowWidth , GLsizei WindowHeight )
{
glViewport( 0, 0,WindowWidth , WindowHeight) ;
ratio = (GLdouble) WindowWidth / (GLdouble)WindowHeight;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.,ratio,0.0001,10.);
glMatrixMode(GL_MODELVIEW);
} |
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