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OS/2 Shareware BBS: 10 Tools
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nurbs.c
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1996-11-19
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6KB
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173 lines
/*
* (c) Copyright 1993, Silicon Graphics, Inc.
* ALL RIGHTS RESERVED
* Permission to use, copy, modify, and distribute this software for
* any purpose and without fee is hereby granted, provided that the above
* copyright notice appear in all copies and that both the copyright notice
* and this permission notice appear in supporting documentation, and that
* the name of Silicon Graphics, Inc. not be used in advertising
* or publicity pertaining to distribution of the software without specific,
* written prior permission.
*
* THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
* AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
* INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
* FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
* GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
* SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
* KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
* LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
* THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
* ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
* ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
* POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
*
* US Government Users Restricted Rights
* Use, duplication, or disclosure by the Government is subject to
* restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
* (c)(1)(ii) of the Rights in Technical Data and Computer Software
* clause at DFARS 252.227-7013 and/or in similar or successor
* clauses in the FAR or the DOD or NASA FAR Supplement.
* Unpublished-- rights reserved under the copyright laws of the
* United States. Contractor/manufacturer is Silicon Graphics,
* Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
*
* OpenGL(TM) is a trademark of Silicon Graphics, Inc.
*/
/*
* nurbs.c
* This program shows a NURBS (Non-uniform rational B-splines)
* surface, shaped like a heart.
*/
#include <GL/gl.h>
#include <GL/glu.h>
#include "aux.h"
#define S_NUMPOINTS 13
#define S_ORDER 3
#define S_NUMKNOTS (S_NUMPOINTS + S_ORDER)
#define T_NUMPOINTS 3
#define T_ORDER 3
#define T_NUMKNOTS (T_NUMPOINTS + T_ORDER)
#define SQRT2 1.41421356237309504880
/* initialized local data */
GLfloat sknots[S_NUMKNOTS] =
{-1.0, -1.0, -1.0, 0.0, 1.0, 2.0, 3.0, 4.0,
4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 9.0, 9.0};
GLfloat tknots[T_NUMKNOTS] = {1.0, 1.0, 1.0, 2.0, 2.0, 2.0};
GLfloat ctlpoints[S_NUMPOINTS][T_NUMPOINTS][4] = {
{ {4.,2.,2.,1.},{4.,1.6,2.5,1.},{4.,2.,3.0,1.} },
{ {5.,4.,2.,1.},{5.,4.,2.5,1.},{5.,4.,3.0,1.} },
{ {6.,5.,2.,1.},{6.,5.,2.5,1.},{6.,5.,3.0,1.} },
{ {SQRT2*6.,SQRT2*6.,SQRT2*2.,SQRT2},
{SQRT2*6.,SQRT2*6.,SQRT2*2.5,SQRT2},
{SQRT2*6.,SQRT2*6.,SQRT2*3.0,SQRT2} },
{ {5.2,6.7,2.,1.},{5.2,6.7,2.5,1.},{5.2,6.7,3.0,1.} },
{ {SQRT2*4.,SQRT2*6.,SQRT2*2.,SQRT2},
{SQRT2*4.,SQRT2*6.,SQRT2*2.5,SQRT2},
{SQRT2*4.,SQRT2*6.,SQRT2*3.0,SQRT2} },
{ {4.,5.2,2.,1.},{4.,4.6,2.5,1.},{4.,5.2,3.0,1.} },
{ {SQRT2*4.,SQRT2*6.,SQRT2*2.,SQRT2},
{SQRT2*4.,SQRT2*6.,SQRT2*2.5,SQRT2},
{SQRT2*4.,SQRT2*6.,SQRT2*3.0,SQRT2} },
{ {2.8,6.7,2.,1.},{2.8,6.7,2.5,1.},{2.8,6.7,3.0,1.} },
{ {SQRT2*2.,SQRT2*6.,SQRT2*2.,SQRT2},
{SQRT2*2.,SQRT2*6.,SQRT2*2.5,SQRT2},
{SQRT2*2.,SQRT2*6.,SQRT2*3.0,SQRT2} },
{ {2.,5.,2.,1.},{2.,5.,2.5,1.},{2.,5.,3.0,1.} },
{ {3.,4.,2.,1.},{3.,4.,2.5,1.},{3.,4.,3.0,1.} },
{ {4.,2.,2.,1.},{4.,1.6,2.5,1.},{4.,2.,3.0,1.} }
};
GLUnurbsObj *theNurb;
/* Initialize material property, light source, lighting model,
* and depth buffer.
*/
void myinit(void)
{
GLfloat mat_ambient[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat mat_diffuse[] = { 1.0, 0.2, 1.0, 1.0 };
GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat mat_shininess[] = { 50.0 };
GLfloat light0_position[] = { 1.0, 0.1, 1.0, 0.0 };
GLfloat light1_position[] = { -1.0, 0.1, 1.0, 0.0 };
GLfloat lmodel_ambient[] = { 0.3, 0.3, 0.3, 1.0 };
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
glLightfv(GL_LIGHT0, GL_POSITION, light0_position);
glLightfv(GL_LIGHT1, GL_POSITION, light1_position);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
glEnable(GL_AUTO_NORMAL);
theNurb = gluNewNurbsRenderer();
gluNurbsProperty(theNurb, GLU_SAMPLING_TOLERANCE, 25.0);
gluNurbsProperty(theNurb, GLU_DISPLAY_MODE, GLU_FILL);
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef (4., 4.5, 2.5);
glRotatef (220.0, 1., 0., 0.);
glRotatef (115.0, 0., 1., 0.);
glTranslatef (-4., -4.5, -2.5);
gluBeginSurface(theNurb);
gluNurbsSurface(theNurb,
S_NUMKNOTS, sknots,
T_NUMKNOTS, tknots,
4 * T_NUMPOINTS,
4,
&ctlpoints[0][0][0],
S_ORDER, T_ORDER,
GL_MAP2_VERTEX_4);
gluEndSurface(theNurb);
glPopMatrix();
glFlush();
}
void myReshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-2.0, 2.0, -2.0, 2.0, 0.8, 10.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(7.0,4.5,4.0, 4.5,4.5,2.0, 6.0,-3.0,2.0);
}
/* Main Loop
* Open window with initial window size, title bar,
* RGBA display mode, and handle input events.
*/
int main(int argc, char** argv)
{
auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_DEPTH);
auxInitPosition (0, 0, 500, 500);
auxInitWindow (argv[0]);
myinit();
auxReshapeFunc (myReshape);
auxMainLoop(display);
}