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 |  
glInit();
/* preparer les extensions ARB*/
SetUp_GL_ARB_multitexture();
/*les vertices respectifs du carré*/
QVector3D *vertex1=new QVector3D(-0.75,0.75,0);
QVector3D *vertex2=new QVector3D(0.75,0.75,0);
QVector3D *vertex3=new QVector3D(0.75,-0.75,0);
QVector3D *vertex4=new QVector3D(-0.75,-0.75,0);
 
/*les texels respectifs du carré (coordonnés de textures)*/
QVector3D *texel1=new QVector3D(0,1,0);
QVector3D *texel2=new QVector3D(1,1,0);
QVector3D *texel3=new QVector3D(1,0,0);
QVector3D *texel4=new QVector3D(0,0,0);
 
/*la position du notre lumiére dans la scéne*/
QVector3D *worldlightposition=new QVector3D(0,0,10);
 
/* la lumiére de notre scéne*/
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
GLfloat lightparams[]={worldlightposition->x(),worldlightposition->y(),worldlightposition->z(),1};
glLightfv(GL_LIGHT0,GL_POSITION,lightparams);
 
 
 
/* charger la normal map*/
GLint normalmap=bindTexture(QImage("normal.bmp"));
glBindTexture(GL_TEXTURE_2D,normalmap);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
 
/*charger la texture principale*/
GLint textureskin=bindTexture(QImage("brick.bmp"));
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D,textureskin);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
 
 
/*unité texture 0 au cube map de normalisation*/
GLuint cubemapid;
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_CUBE_MAP);
NCM *c=new NCM();
c->create(256,cubemapid);
glBindTexture(GL_TEXTURE_CUBE_MAP,cubemapid);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV,GL_COMBINE_RGB,GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV,GL_SOURCE0_RGB,GL_TEXTURE);
 
/*unité de texture 1 de la normal map*/
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D,normalmap);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV,GL_COMBINE_RGB,GL_DOT3_RGB);
glTexEnvi(GL_TEXTURE_ENV,GL_SOURCE0_RGB,GL_PREVIOUS) ;
glTexEnvi(GL_TEXTURE_ENV,GL_SOURCE1_RGB,GL_TEXTURE) ;
 
 
 
/*unité de texture 2 de la texture principale*/
glActiveTexture(GL_TEXTURE2);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,textureskin);
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB,GL_MODULATE);
 
 
 
/* le vecteur vers la lumiére*/
QVector3D *lightvector=new QVector3D();
 
/*on dessine notre carré*/
glPushMatrix();
glRotated(rot,0,0,1);
rot+=0.25;
 
glBegin(GL_POLYGON);
*lightvector=*worldlightposition - *vertex1;
glMultiTexCoord3d(GL_TEXTURE0,lightvector->x(),lightvector->y(),lightvector->z());
glMultiTexCoord2d(GL_TEXTURE1,texel1->x(),texel1->y());
glMultiTexCoord2d(GL_TEXTURE2,texel1->x(),texel1->y());
glVertex3d(vertex1->x(),vertex1->y(),vertex1->z());
 
*lightvector=*worldlightposition - *vertex2;
glMultiTexCoord3d(GL_TEXTURE0,lightvector->x(),lightvector->y(),lightvector->z());
glMultiTexCoord2d(GL_TEXTURE1,texel2->x(),texel2->y());
glMultiTexCoord2d(GL_TEXTURE2,texel2->x(),texel2->y());
glVertex3d(vertex2->x(),vertex2->y(),vertex2->z());
 
*lightvector=*worldlightposition - *vertex3;
glMultiTexCoord3d(GL_TEXTURE0,lightvector->x(),lightvector->y(),lightvector->z());
glMultiTexCoord2d(GL_TEXTURE1,texel3->x(),texel3->y());
glMultiTexCoord2d(GL_TEXTURE2,texel3->x(),texel3->y());
glVertex3d(vertex3->x(),vertex3->y(),vertex3->z());
 
 
*lightvector=*worldlightposition - *vertex4;
glMultiTexCoord3d(GL_TEXTURE0,lightvector->x(),lightvector->y(),lightvector->z());
glMultiTexCoord2d(GL_TEXTURE1,texel4->x(),texel4->y());
glMultiTexCoord2d(GL_TEXTURE2,texel4->x(),texel4->y());
glVertex3d(vertex4->x(),vertex4->y(),vertex4->z());
 
glEnd();
glPopMatrix();
 
update(); | 
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