

#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>
#include <GL/glut.h>
#include <stdio.h>
static float anglex = 0.0F ;
static float angley = 0.0F ;
static GLfloat shininess = 100.0F ;
static int nf = 128 ;
static float o0 = 10.0F ;
static float o1 = 10.0F ;
void myinit(void) {
GLfloat rouge[] = { 1.0F,0.0F,0.0F,1.0F };
GLfloat specular[] = { 0.0F,0.0F,0.0F,1.0F };
GLfloat bleu[] = { 0.0F,0.0F,1.0F,1.0F };
GLfloat vert[] = { 0.0F,1.0F,0.0F,1.0F };
GLfloat l_pos0[] = { 1.0F,0.0F,2.0F,1.0F };
GLfloat l_dir0[] = { -1.0F,0.0F,-2.0F,1.0F };
GLfloat l_pos1[] = { -1.0F,0.0F,2.0F,1.0F };
GLfloat l_dir1[] = { 1.0F,0.0F,-2.0F,1.0F };
glClearColor(0.5F,0.5F,1.0F,1.0F) ;
glMaterialfv(GL_FRONT,GL_SPECULAR,specular);
glLightfv(GL_LIGHT0,GL_DIFFUSE,rouge);
glLightfv(GL_LIGHT0,GL_POSITION,l_pos0);
glLightfv(GL_LIGHT0,GL_SPOT_DIRECTION,l_dir0);
glLightfv(GL_LIGHT1,GL_DIFFUSE,vert);
glLightfv(GL_LIGHT1,GL_POSITION,l_pos1);
glLightfv(GL_LIGHT1,GL_SPOT_DIRECTION,l_dir1);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
}
void CALLBACK display(void) {
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glLightf(GL_LIGHT0,GL_SPOT_CUTOFF,o0);
glLightf(GL_LIGHT1,GL_SPOT_CUTOFF,o1);
glRotatef(angley,0.0F,1.0F,0.0F) ;
glRotatef(anglex,1.0F,0.0F,0.0F) ;
glMaterialf(GL_FRONT,GL_SHININESS,shininess);
glutSolidSphere(1.0,nf,nf);
printf("Nombre de facettes %d\n",nf*nf) ;
glPopMatrix();
glFlush();
auxSwapBuffers();
}
void CALLBACK myReshape(int w,int h) {
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
glOrtho(-1.5,1.5,-1.5*(float)h/(float)w,1.5*(float)h/(float)w,-10.,10.);
else
glOrtho(-1.5*(float)w/(float)h,1.5*(float)w/(float)h,-1.5,1.5,-10.,10.);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void CALLBACK up(void) {
anglex-- ;
}
void CALLBACK down(void) {
anglex++ ;
}
void CALLBACK left(void) {
angley-- ;
}
void CALLBACK right(void) {
angley++ ;
}
void CALLBACK keys(void) {
shininess *= 1.03F ;
}
void CALLBACK keyS(void) {
shininess /= 1.03F ;
}
void CALLBACK key1(void) {
o1 *= 1.1F ;
}
void CALLBACK key7(void) {
o1 /= 1.1F ;
}
void CALLBACK key2(void) {
o0 *= 1.1F ;
}
void CALLBACK key8(void) {
o0 /= 1.1F ;
}
void CALLBACK keyt(void) {
nf *= 2 ;
}
void CALLBACK keyT(void) {
nf /= 2 ;
if ( nf == 2 )
nf = 4 ;
}
void main(void) {
auxInitDisplayMode(AUX_DOUBLE|AUX_RGB|AUX_DEPTH);
auxInitPosition(0,0,250,250);
auxInitWindow("2 spots lumineux");
myinit();
auxKeyFunc(AUX_UP,up) ;
auxKeyFunc(AUX_DOWN,down) ;
auxKeyFunc(AUX_LEFT,left) ;
auxKeyFunc(AUX_RIGHT,right) ;
auxKeyFunc(AUX_s,keys) ;
auxKeyFunc(AUX_S,keyS) ;
auxKeyFunc(AUX_t,keyt) ;
auxKeyFunc(AUX_T,keyT) ;
auxKeyFunc(AUX_1,key1) ;
auxKeyFunc(AUX_7,key7) ;
auxKeyFunc(AUX_2,key2) ;
auxKeyFunc(AUX_8,key8) ;
auxReshapeFunc(myReshape);
auxMainLoop(display);
}
RETOUR