1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175
| /////////////////////////////////////////////////
//var globales
tabPixel est un tableau de 50*50*4 entiers sans signe sur 1 octet
lum est un tableau de 4 réels
lum[1] = 0.
lum[2] = 0.
lum[3] = 1.
lum[4] = 1.
lum1 est un tableau de 4 réels
lum1[1] = 0.
lum1[2] = 0.5
lum1[3] = 1.
lum1[4] = 1.
lum2 est un tableau de 4 réels
lum2[1] = 1.
lum2[2] = 1.
lum2[3] = 0.5
lum2[4] = 1.
PROCEDURE creationFenetre(WIDTH,HEIGHT,nomFenetre,posX,posY)
//creation de la fenetre
glutInitDisplayMode(GLUT_RGBA + GLUT_SINGLE + GLUT_DEPTH);
glutInitWindowSize(WIDTH,HEIGHT);
glutInitWindowPosition(50,50);
glutCreateWindow("Scène 3D");
//init
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0)
initTexture()
//Callback
glutDisplayFunc(&callbackDisplay);
glutReshapeFunc(&callbackReshape);
// lance le gestionnaire glut
glutMainLoop();
////////////////////////////////////////////////////////////////////////////////////
PROCEDURE callbackDisplay()
glClearColor(0,0,0,0); // selectionne la couleur noire (qui est celle par défaut)
glClear(GL_COLOR_BUFFER_BIT + GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(4.,3.,3.,0.,0.,0.,0.,1.,0.);
//lumieres
//glLightfv(gl_LIGHT0,GL_position,&lum)
glLightfv(GL_LIGHT0,GL_AMBIENT_AND_DIFFUSE,&lum1)
glLightfv(GL_LIGHT0,GL_SPECULAR,&lum2)
//textures
idTexture est un entier
glEnable(GL_TEXTURE_2D)
glGenTextures( 1,&idTexture )
glBindTexture(GL_TEXTURE_2D, idTexture)
glTexImage2D(GL_TEXTURE_2D, 0, 4, 50,50,0,GL_RGBA,GL_UNSIGNED_BYTE,&tabPixel)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glBegin(GL_QUADS);
/////////////////////// FACE 1 //////////////////////////
AppelDLL32("Opengl32.dll", "glNormal3d", 0.0, 1.0, 0.0)
AppelDLL32("Opengl32.dll", "glTexCoord2d", 1.0, 0.0)
AppelDLL32("Opengl32.dll", "glVertex3d", 1.0, 1.0 ,-1.0 ) // Coin Haut droit (Haut)
AppelDLL32("Opengl32.dll", "glTexCoord2d", 0.0, 0.0)
AppelDLL32("Opengl32.dll", "glVertex3d", -1.0, 1.0 ,-1.0 ) // Coin Haut gauche (Haut)
AppelDLL32("Opengl32.dll", "glTexCoord2d", 0.0, 1.0)
AppelDLL32("Opengl32.dll", "glVertex3d", -1.0, 1.0 , 1.0 ) // Coin bas gauche (Haut)
AppelDLL32("Opengl32.dll", "glTexCoord2d", 1.0, 1.0)
AppelDLL32("Opengl32.dll", "glVertex3d", 1.0, 1.0 , 1.0 ) // Coin bas droit (Haut)
/////////////////////// FACE 2 //////////////////////////
AppelDLL32("Opengl32.dll", "glNormal3d", 0.0, -1.0, 0.0)
AppelDLL32("Opengl32.dll", "glTexCoord2d", 1.0, 0.0)
AppelDLL32("Opengl32.dll", "glVertex3d", 1.0 ,-1.0 , 1.0 ) // Coin Haut droit (Bas)
AppelDLL32("Opengl32.dll", "glTexCoord2d", 0.0, 0.0)
AppelDLL32("Opengl32.dll", "glVertex3d", -1.0 ,-1.0 , 1.0 ) // Coin Haut gauche (Bas)
AppelDLL32("Opengl32.dll", "glTexCoord2d", 0.0, 1.0)
AppelDLL32("Opengl32.dll", "glVertex3d", -1.0 ,-1.0 ,-1.0 ) // Coin bas gauche (Bas)
AppelDLL32("Opengl32.dll", "glTexCoord2d", 1.0, 1.0)
AppelDLL32("Opengl32.dll", "glVertex3d", 1.0 ,-1.0 ,-1.0 ) // Coin bas droit (Bas)
/////////////////////// FACE 3 //////////////////////////
AppelDLL32("Opengl32.dll", "glNormal3d", 0.0, 0.0, 1.0)
AppelDLL32("Opengl32.dll", "glTexCoord2d", 1.0, 0.0)
AppelDLL32("Opengl32.dll", "glVertex3d", 1.0 , 1.0 , 1.0 ) // Coin Haut droit (Avant)
AppelDLL32("Opengl32.dll", "glTexCoord2d", 0.0, 0.0)
AppelDLL32("Opengl32.dll", "glVertex3d", -1.0 , 1.0 , 1.0 ) // Coin Haut gauche (Avant)
AppelDLL32("Opengl32.dll", "glTexCoord2d", 0.0, 1.0)
AppelDLL32("Opengl32.dll", "glVertex3d", -1.0 ,-1.0 , 1.0 ) // Coin bas gauche (Avant)
AppelDLL32("Opengl32.dll", "glTexCoord2d", 1.0, 1.0)
AppelDLL32("Opengl32.dll", "glVertex3d", 1.0 ,-1.0 , 1.0 ) // Coin bas droit (Avant)
/////////////////////// FACE 4 //////////////////////////
AppelDLL32("Opengl32.dll", "glNormal3d", 0.0, 0.0, -1.0)
AppelDLL32("Opengl32.dll", "glTexCoord2d", 1.0, 0.0)
AppelDLL32("Opengl32.dll", "glVertex3d", 1.0 ,-1.0 ,-1.0 ) // Coin Haut droit (Arrière)
AppelDLL32("Opengl32.dll", "glTexCoord2d", 0.0, 0.0)
AppelDLL32("Opengl32.dll", "glVertex3d", -1.0 ,-1.0 ,-1.0 ) // Coin Haut gauche (Arrière)
AppelDLL32("Opengl32.dll", "glTexCoord2d", 0.0, 1.0)
AppelDLL32("Opengl32.dll", "glVertex3d", -1.0 , 1.0 ,-1.0 ) // Coin bas gauche (Arrière)
AppelDLL32("Opengl32.dll", "glTexCoord2d", 1.0, 1.0)
AppelDLL32("Opengl32.dll", "glVertex3d", 1.0 , 1.0 ,-1.0 ) // Coin bas droit (Arrière)
/////////////////////// FACE 5 //////////////////////////
AppelDLL32("Opengl32.dll", "glNormal3d", -1.0, 0.0, 0.0)
AppelDLL32("Opengl32.dll", "glTexCoord2d", 1.0, 0.0)
AppelDLL32("Opengl32.dll", "glVertex3d", -1.0 , 1.0 , 1.0 ) // Coin Haut droit (Gauche)
AppelDLL32("Opengl32.dll", "glTexCoord2d", 0.0, 0.0)
AppelDLL32("Opengl32.dll", "glVertex3d", -1.0 , 1.0 ,-1.0 ) // Coin Haut gauche (Gauche)
AppelDLL32("Opengl32.dll", "glTexCoord2d", 0.0, 1.0)
AppelDLL32("Opengl32.dll", "glVertex3d", -1.0 ,-1.0 ,-1.0 ) // Coin bas gauche (Gauche)
AppelDLL32("Opengl32.dll", "glTexCoord2d", 1.0, 1.0)
AppelDLL32("Opengl32.dll", "glVertex3d", -1.0 ,-1.0 , 1.0 ) // Coin bas droit (Gauche)
/////////////////////// FACE 6 //////////////////////////
AppelDLL32("Opengl32.dll", "glNormal3d", 1.0, 0.0, 0.0)
AppelDLL32("Opengl32.dll", "glTexCoord2d", 1.0, 0.0)
AppelDLL32("Opengl32.dll", "glVertex3d", 1.0 , 1.0 ,-1.0 ) // Coin Haut droit (Droite)
AppelDLL32("Opengl32.dll", "glTexCoord2d", 0.0, 0.0)
AppelDLL32("Opengl32.dll", "glVertex3d", 1.0 , 1.0 , 1.0 ) // Coin Haut gauche (Droite)
AppelDLL32("Opengl32.dll", "glTexCoord2d", 0.0, 1.0)
AppelDLL32("Opengl32.dll", "glVertex3d", 1.0 ,-1.0 , 1.0 ) // Coin bas gauche (Droite)
AppelDLL32("Opengl32.dll", "glTexCoord2d", 1.0, 1.0)
AppelDLL32("Opengl32.dll", "glVertex3d", 1.0 ,-1.0 ,-1.0 ) // Coin bas droit (Droite)
// Fin du dessin
glEnd()
//Désactive le texturing
glDisable(GL_TEXTURE_2D)
glFlush();
////////////////////////////////////////////////////////////////////////////////////
PROCEDURE callbackReshape(w,h)
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION); // Choisit la matrice de projection
glLoadIdentity();
xt est un réel = w/h
gluPerspective(45.0,xt,1.,10.);
////////////////////////////////////////////////////////////////////////////////////
PROCEDURE initTexture()
i est un entier
j est un entier = 0
k est un entier
POUR j=1 A 50
POUR i=1 A 50
// Identification de la couleur du pixel sélectionné
// Correspondance
k = (j-1)*4*50 + (i-1)*4
// Tableau de la texture
tabPixel[k+1] = i
tabPixel[k+2] = j
tabPixel[k+3] = Hasard(250)
tabPixel[k+4] = 0
FIN
FIN |
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