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- /*
- * (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- * Unpublished-- rights reserved under the copyright laws of the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 <stdlib.h>
- #include <GL/glaux.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);
- if (!auxInitWindow(argv[0]))
- auxQuit();
- myinit();
- auxReshapeFunc(myReshape);
- auxMainLoop(display);
- return 0;
- }
-