L'exécutable

Algo23.gif (9617 octets)

Algo23.gif (9617 octets)

Le source: Voxels.cpp

#include "windows.h"

#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>
#include <GL/glut.h>

#include <stdio.h>
#include <math.h>

static GLfloat view_rotx=10.0F ;
static GLfloat view_roty=15.0F ;
static GLfloat view_rotz=0.0F ;
static int aff = 0 ;

void myinit(void) {
  GLfloat light_ambient[] = { 0.0F,0.0F,0.0F,1.0F };
  GLfloat light_diffuse[] = { 1.0F,1.0F,1.0F,0.5F };
  GLfloat light_specular[] = { 1.0F,1.0F,1.0F,1.0F };
  GLfloat light_position0[] = { 1.0F,1.0F,1.0F,0.0F };
  glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);
  glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse);
  glLightfv(GL_LIGHT0,GL_SPECULAR,light_specular);
  glLightfv(GL_LIGHT0,GL_POSITION,light_position0);
  glEnable(GL_LIGHT0);
  glEnable(GL_AUTO_NORMAL);
  glEnable(GL_DEPTH_TEST);
  glDepthFunc(GL_LESS);
}

void CALLBACK display(void) {
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  glPushMatrix() ;
  glRotatef(view_rotx,1.0,0.0,0.0);
  glRotatef(view_roty,0.0,1.0,0.0);
  glRotatef(view_rotz,0.0,0.0,1.0);
  float blanc[] = { 1.0F,1.0F,1.0F,1.0F };
  glColor4fv(blanc) ;
  glBegin(GL_LINES) ;
  for ( int x = -6 ; x <= 6 ; x += 4 )
    for ( int y = -6 ; y <= 6 ; y += 4 ) {
      glVertex3i(x,y,-6) ;
      glVertex3i(x,y,6) ;
      glVertex3i(x,-6,y) ;
      glVertex3i(x,6,y) ;
      glVertex3i(-6,x,y) ;
      glVertex3i(6,x,y) ; }
  glEnd() ;
  glEnable(GL_LIGHTING);
  if ( aff == 1 ) {
    glPushMatrix();
    glTranslatef(3.0F,2.0F,1.0F);
    float rouge[] = { 1.0F,0.0F,0.0F,1.0F };
    glMaterialfv(GL_FRONT,GL_DIFFUSE,rouge) ;
    glRotatef(10,1.0,0.0,0.0);
    glRotatef(20,0.0,1.0,0.0);
    glRotatef(30,0.0,0.0,1.0);
    auxSolidSphere(1.3) ;
    glPopMatrix();
    glPushMatrix();
    glTranslatef(-3.0F,4.0F,-3.0F);
    float vert[] = { 0.0F,1.0F,0.0F,1.0F };
    glMaterialfv(GL_FRONT,GL_DIFFUSE,vert) ;
    glRotatef(-10,1.0,0.0,0.0);
    glRotatef(-20,0.0,1.0,0.0);
    glRotatef(60,0.0,0.0,1.0);
    auxSolidCube(1.9) ;
    glPopMatrix();
    glPushMatrix();
    glTranslatef(-0.0F,-4.0F,-2.0F);
    float bleu[] = { 0.0F,0.0F,1.0F,1.0F };
    glMaterialfv(GL_FRONT,GL_DIFFUSE,bleu) ;
    glRotatef(10,1.0,0.0,0.0);
    glRotatef(20,0.0,1.0,0.0);
    glRotatef(60,0.0,0.0,1.0);
    auxSolidCone(1.9,2.0) ;
    glPopMatrix();
    glPushMatrix();
    glTranslatef(-2.0F,-4.0F,-4.0F);
    float jaune[] = { 1.0F,1.0F,0.0F,1.0F };
    glMaterialfv(GL_FRONT,GL_DIFFUSE,jaune) ;
    glRotatef(10,1.0,0.0,0.0);
    glRotatef(20,0.0,1.0,0.0);
    glRotatef(60,0.0,0.0,1.0);
    auxSolidTorus(0.8,1.6) ;
    glPopMatrix();
    glPushMatrix();
    glTranslatef(4.0F,-1.0F,-4.0F);
    float magenta[] = { 1.0F,0.0F,1.0F,1.0F };
    glMaterialfv(GL_FRONT,GL_DIFFUSE,magenta) ;
    glRotatef(10,1.0,0.0,0.0);
    glRotatef(20,0.0,1.0,0.0);
    glRotatef(60,0.0,0.0,1.0);
    auxSolidTeapot(1.5) ;
    glPopMatrix();
    glPushMatrix();
    glTranslatef(-3.0F,3.0F,4.0F);
    float cyan[] = { 0.0F,1.0F,1.0F,1.0F };
    glMaterialfv(GL_FRONT,GL_DIFFUSE,cyan) ;
    glRotatef(10,1.0,0.0,0.0);
    glRotatef(60,0.0,1.0,0.0);
    glRotatef(60,0.0,0.0,1.0);
    auxSolidCylinder(0.8,2.5) ;
    glPopMatrix(); }
  glDisable(GL_LIGHTING);
  glPopMatrix() ;
  glFlush();
  auxSwapBuffers() ;
}
void CALLBACK myReshape(int w,int h) {
  glViewport(0,0,w,h);
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  glOrtho(-11,11,-h*11.0/w,h*11.0/w,-15.0,15.0);
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
}

void CALLBACK keyx(void) {
  view_rotx += 2 ;
}

void CALLBACK keyX(void) {
  view_rotx -= 2 ;
}

void CALLBACK keyy(void) {
  view_roty += 2 ;
}

void CALLBACK keyY(void) {
  view_roty -= 2 ;
}

void CALLBACK keyz(void) {
  view_rotz += 2 ;
}

void CALLBACK keyZ(void) {
  view_rotz -= 2 ;
}

void CALLBACK keyReturn(void) {
  aff = 1-aff ;
}

void main(void) {
  auxInitDisplayMode(AUX_DOUBLE|AUX_RGB|AUX_DEPTH);
  auxInitPosition(0,0,300,300);
  auxInitWindow("Décomposition en voxels");
  myinit();
  auxKeyFunc(AUX_x,keyx) ;
  auxKeyFunc(AUX_X,keyX) ;
  auxKeyFunc(AUX_y,keyy) ;
  auxKeyFunc(AUX_Y,keyY) ;
  auxKeyFunc(AUX_z,keyz) ;
  auxKeyFunc(AUX_Z,keyZ) ;
  auxKeyFunc(AUX_RETURN,keyReturn) ;
  auxReshapeFunc(myReshape);
  auxMainLoop(display);
}
WB01624_.gif (281 octets) RETOUR