177 lines
6 KiB
C
177 lines
6 KiB
C
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/*
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* (c) Copyright 1993, Silicon Graphics, Inc.
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* ALL RIGHTS RESERVED
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* Permission to use, copy, modify, and distribute this software for
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* any purpose and without fee is hereby granted, provided that the above
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* copyright notice appear in all copies and that both the copyright notice
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* and this permission notice appear in supporting documentation, and that
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* the name of Silicon Graphics, Inc. not be used in advertising
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* or publicity pertaining to distribution of the software without specific,
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* written prior permission.
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*
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* THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
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* AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
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* INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
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* FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
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* GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
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* SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
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* KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
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* LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
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* THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
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* ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
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* ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
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* POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
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*
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* US Government Users Restricted Rights
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* Use, duplication, or disclosure by the Government is subject to
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* restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
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* (c)(1)(ii) of the Rights in Technical Data and Computer Software
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* clause at DFARS 252.227-7013 and/or in similar or successor
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* clauses in the FAR or the DOD or NASA FAR Supplement.
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* Unpublished-- rights reserved under the copyright laws of the
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* United States. Contractor/manufacturer is Silicon Graphics,
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* Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
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*
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* OpenGL(TM) is a trademark of Silicon Graphics, Inc.
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*/
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/*
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* nurbs.c
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* This program shows a NURBS (Non-uniform rational B-splines)
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* surface, shaped like a heart.
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*/
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#include <windows.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include "glaux.h"
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#define S_NUMPOINTS 13
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#define S_ORDER 3
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#define S_NUMKNOTS (S_NUMPOINTS + S_ORDER)
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#define T_NUMPOINTS 3
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#define T_ORDER 3
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#define T_NUMKNOTS (T_NUMPOINTS + T_ORDER)
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#define SQRT2 1.41421356237309504880
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/* initialized local data */
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GLfloat sknots[S_NUMKNOTS] =
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{-1.0, -1.0, -1.0, 0.0, 1.0, 2.0, 3.0, 4.0,
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4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 9.0, 9.0};
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GLfloat tknots[T_NUMKNOTS] = {1.0, 1.0, 1.0, 2.0, 2.0, 2.0};
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GLfloat ctlpoints[S_NUMPOINTS][T_NUMPOINTS][4] = {
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{ {4.,2.,2.,1.},{4.,1.6,2.5,1.},{4.,2.,3.0,1.} },
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{ {5.,4.,2.,1.},{5.,4.,2.5,1.},{5.,4.,3.0,1.} },
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{ {6.,5.,2.,1.},{6.,5.,2.5,1.},{6.,5.,3.0,1.} },
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{ {SQRT2*6.,SQRT2*6.,SQRT2*2.,SQRT2},
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{SQRT2*6.,SQRT2*6.,SQRT2*2.5,SQRT2},
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{SQRT2*6.,SQRT2*6.,SQRT2*3.0,SQRT2} },
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{ {5.2,6.7,2.,1.},{5.2,6.7,2.5,1.},{5.2,6.7,3.0,1.} },
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{ {SQRT2*4.,SQRT2*6.,SQRT2*2.,SQRT2},
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{SQRT2*4.,SQRT2*6.,SQRT2*2.5,SQRT2},
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{SQRT2*4.,SQRT2*6.,SQRT2*3.0,SQRT2} },
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{ {4.,5.2,2.,1.},{4.,4.6,2.5,1.},{4.,5.2,3.0,1.} },
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{ {SQRT2*4.,SQRT2*6.,SQRT2*2.,SQRT2},
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{SQRT2*4.,SQRT2*6.,SQRT2*2.5,SQRT2},
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{SQRT2*4.,SQRT2*6.,SQRT2*3.0,SQRT2} },
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{ {2.8,6.7,2.,1.},{2.8,6.7,2.5,1.},{2.8,6.7,3.0,1.} },
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{ {SQRT2*2.,SQRT2*6.,SQRT2*2.,SQRT2},
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{SQRT2*2.,SQRT2*6.,SQRT2*2.5,SQRT2},
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{SQRT2*2.,SQRT2*6.,SQRT2*3.0,SQRT2} },
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{ {2.,5.,2.,1.},{2.,5.,2.5,1.},{2.,5.,3.0,1.} },
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{ {3.,4.,2.,1.},{3.,4.,2.5,1.},{3.,4.,3.0,1.} },
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{ {4.,2.,2.,1.},{4.,1.6,2.5,1.},{4.,2.,3.0,1.} }
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};
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GLUnurbsObj *theNurb;
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/* Initialize material property, light source, lighting model,
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* and depth buffer.
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*/
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void myinit(void)
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{
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GLfloat mat_ambient[] = { 1.0, 1.0, 1.0, 1.0 };
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GLfloat mat_diffuse[] = { 1.0, 0.2, 1.0, 1.0 };
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GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
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GLfloat mat_shininess[] = { 50.0 };
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GLfloat light0_position[] = { 1.0, 0.1, 1.0, 0.0 };
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GLfloat light1_position[] = { -1.0, 0.1, 1.0, 0.0 };
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GLfloat lmodel_ambient[] = { 0.3, 0.3, 0.3, 1.0 };
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glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
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glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
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glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
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glLightfv(GL_LIGHT0, GL_POSITION, light0_position);
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glLightfv(GL_LIGHT1, GL_POSITION, light1_position);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_LIGHT1);
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glDepthFunc(GL_LESS);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_AUTO_NORMAL);
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theNurb = gluNewNurbsRenderer();
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glNewList (1, GL_COMPILE);
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gluBeginSurface(theNurb);
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/* gluNurbsProperty(theNurb, GLU_SAMPLING_TOLERANCE, 5.0); */
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gluNurbsProperty(theNurb, GLU_DISPLAY_MODE, GLU_FILL);
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gluNurbsSurface(theNurb,
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S_NUMKNOTS, sknots,
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T_NUMKNOTS, tknots,
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4 * T_NUMPOINTS,
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4,
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&ctlpoints[0][0][0],
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S_ORDER, T_ORDER,
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GL_MAP2_VERTEX_4);
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gluEndSurface(theNurb);
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glEndList ();
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}
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void display(void)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glColor3f(1.0, 1.0, 1.0);
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glPushMatrix();
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glTranslatef (4., 4.5, 2.5);
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glRotatef (220.0, 1., 0., 0.);
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glRotatef (115.0, 0., 1., 0.);
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glTranslatef (-4., -4.5, -2.5);
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glCallList (1);
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glPopMatrix();
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glFlush();
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}
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void myReshape(GLsizei w, GLsizei h)
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{
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glViewport(0, 0, w, h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum(-2.0, 2.0, -2.0, 2.0, 0.8, 10.0);
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gluLookAt(7.0,4.5,4.0, 4.5,4.5,2.0, 6.0,-3.0,2.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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/* Main Loop
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* Open window with initial window size, title bar,
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* RGBA display mode, and handle input events.
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*/
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int main(int argc, char** argv)
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{
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auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_DEPTH16);
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auxInitPosition (0, 0, 500, 500);
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auxInitWindow (argv[0]);
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myinit();
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auxReshapeFunc (myReshape);
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auxMainLoop(display);
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}
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