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| #include <GL/gl.h>
#include <GL/glut.h>
void silver()
{
GLfloat mat_amb[]={0.19,0.19,0.19,1.00};
GLfloat mat_diff[]={0.51,0.51,0.51,1.00};
GLfloat mat_spec[]={0.51,0.51,0.51,1.00};
GLfloat mat_emiss[]={0.00,0.00,0.00,1.00};
GLfloat mat_shinn[]={25};
glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,mat_amb);
glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,mat_diff);
glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,mat_spec);
glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION,mat_emiss);
glMaterialfv(GL_FRONT_AND_BACK,GL_SHININESS,mat_shinn);
}
void test()
{
glEnable(GL_BLEND);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glShadeModel(GL_FLAT);
glEnable(GL_SHADE_MODEL);
//LUMIERE ET PARAMETRE D'ECLAIRAGES//
GLfloat light_posi1[]={1.0,3.00,3.00,1.00};
GLfloat light_amb[]={1.0,1.0,1.0,1.00};
GLfloat light_diff[]={1.00,1.00,1.00,1.00};
GLfloat light_spec[]={1.00,1.00,1.00,1.00};
glLightfv(GL_LIGHT0,GL_POSITION,light_posi1);
glLightfv(GL_LIGHT0,GL_AMBIENT,light_amb);
glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diff);
glLightfv(GL_LIGHT0,GL_SPECULAR,light_spec);
glLightf(GL_LIGHT0,GL_CONSTANT_ATTENUATION,1);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
//surface//
glBegin(GL_QUADS);
glColor3f(1.0,1.0,0.0);
glNormal3f(0.0,1.0,0.0);
glVertex3f(-10.0,-5.0,-10.0);
glVertex3f(-10.0,-5.0,10.0);
glVertex3f(10.0,-5.0,10.0);
glVertex3f(10.0,-5.0,-10.0);
glEnd();
glDisable(GL_COLOR_MATERIAL);
//--liste--d'identifiant--5--//
GLint liste1;
liste1=glGenLists(5);
glNewList(liste1,GL_COMPILE_AND_EXECUTE);
//----mon---objet----//
GLfloat a1[3]={0.0,1.0,2.0};
GLfloat a2[3]={2.0,1.0,2.0};
GLfloat a3[3]={2.0,1.5,2.0};
GLfloat a4[3]={0.0,1.5,2.0};
GLfloat a5[3]={0.0,1.0,5.0};
GLfloat a6[3]={2.0,1.0,5.0};
GLfloat a7[3]={2.0,1.5,5.0};
GLfloat a8[3]={0.0,1.5,5.0};
silver();
glBegin(GL_QUADS);
glNormal3f(0.0,0.0,1.0);
glVertex3fv(a1);
glVertex3fv(a2);
glVertex3fv(a3);
glVertex3fv(a4);
glNormal3f(1.0,0.0,0.0);
glVertex3fv(a2);
glVertex3fv(a6);
glVertex3fv(a7);
glVertex3fv(a3);
glNormal3f(0.0,-1.0,0.0);
glVertex3fv(a1);
glVertex3fv(a2);
glVertex3fv(a6);
glVertex3fv(a5);
glNormal3f(0.0,0.0,-1.0);
glVertex3fv(a5);
glVertex3fv(a6);
glVertex3fv(a7);
glVertex3fv(a8);
glNormal3f(0.0,1.0,0.0);
glVertex3fv(a4);
glVertex3fv(a3);
glVertex3fv(a7);
glVertex3fv(a8);
glNormal3f(-1.0,0.0,0.0);
glVertex3fv(a5);
glVertex3fv(a1);
glVertex3fv(a4);
glVertex3fv(a8);
glEnd();
glEndList();
glRotatef(45.0,1.0,0.0,0.0);
glCallList(liste1);
glTranslatef(3.0,0.0,0.0);
glCallList(liste1);
}
void Affichage()
{
glClearColor(0,1,1,1.0);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
test();
glFlush();
}
void perspective(int w,int h)
{
GLdouble a=(GLdouble)w/h;
GLdouble n=0.5,f=50.0;
GLdouble fovy=60.0;
glViewport(20,20,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(fovy,a,n,f);
glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(
5.0,2.0,15.0,
3.0,1.0,0.0,
0.0,1.0,0.0
);
}
int main ( int argc, char * argv[] ) {
/* initialize GLUT, using any commandline parameters passed to the
program */
glutInit(&argc,argv);
/* setup the size, position, and display mode for new windows */
glutInitWindowSize(1000,700);
glutInitWindowPosition(0,0);
glutInitDisplayMode(GLUT_RGB|GLUT_DEPTH|GLUT_MULTISAMPLE);
/* create and set up a window */
glutCreateWindow("test");
glutDisplayFunc(Affichage);
//glutKeyboardFunc(keyboard);
glutReshapeFunc(perspective);
/* tell GLUT to wait for events */
glutMainLoop();
return 0;
} |
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