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| void scene_base_GL(donnees *d,GLdouble sens,GLdouble translation, GLdouble scale)
{
GLUquadricObj *quad;
if (!sens)
sens=1.0;
else
sens/=sens;
/* pour gérer seulement la sph (push et pop) */
glPushMatrix();
glColor4f(0.1,0.2,1.0,1.0);
glTranslatef(0.0,translation,0.0);
glRotatef(d->spin*d->spin,0.0, 0.0, 1.0);
glScaled(sens*0.5,0.5,0.5);
glScaled(scale,scale,scale);
quad=gluNewQuadric();
gluQuadricNormals(quad, GLU_SMOOTH);
gluQuadricOrientation(quad, GLU_OUTSIDE);
gluSphere(quad,1.0,20,20);
glPopMatrix();
gluDeleteQuadric(quad);
glPushMatrix();
glTranslatef(0.0,translation,0.0);
glRotatef(-d->spin,0.0, 1.0, 0.0);
glScaled(1.0,sens*1.0,1.0);
glScaled(scale,scale,scale);
glColor4f(1.0,0.0,1.0,1.0);
glRectf(-0.5,-0.5,0.5,0.5);
glPopMatrix();
glPushMatrix();
glTranslatef(0.2,0.15+translation,0.0);
glRotatef(sens*d->spin,0.0, 0.0, 1.0);
glScaled(1.0,1.0,1.0);
glColor4f(1.0,1.0,0.0,1.0);
glRectf(-0.5,-0.5,0.5,0.5);
glPopMatrix();
}
void scene_GL(donnees *d)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 1, 1);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glColorMask(FALSE, FALSE, FALSE, FALSE);
glPushMatrix();
glColor4f(1.0,1.0,1.0,0.5);
glRotatef(50.0,1.0, 0.0, 0.0);
glTranslatef(0.0,0.0,0.4);
glRectf(-50.0,-50.0,50.0,50.0);
glPopMatrix();
glColorMask(TRUE, TRUE, TRUE, TRUE);
glStencilFunc(GL_EQUAL, 1, 1);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glDisable(GL_STENCIL_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
scene_base_GL(d,-1.0,-1.1,0.5);
glPushMatrix();
glColor4f(1.0,1.0,1.0,0.5);
glRotatef(50.0,1.0, 0.0, 0.0);
glTranslatef(0.0,0.0,0.4);
glRectf(-50.0,-50.0,50.0,50.0);
glPopMatrix();
scene_base_GL(d,1.0,0.0,0.5);
} |
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