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Mesa-3.1
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book.aux
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bezmesh.c
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C/C++ Source or Header
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1999-06-25
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146 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* Unpublished-- rights reserved under the copyright laws of the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.
*/
/*
* bezsurf.c
* * This program renders a lighted, filled Bezier surface,
* * using two-dimensional evaluators.
*/
#include <GL/gl.h>
#include <GL/glu.h>
#include <stdlib.h>
#include <GL/glaux.h>
GLfloat ctrlpoints[4][4][3] =
{
{
{-1.5, -1.5, 4.0},
{-0.5, -1.5, 2.0},
{0.5, -1.5, -1.0},
{1.5, -1.5, 2.0}},
{
{-1.5, -0.5, 1.0},
{-0.5, -0.5, 3.0},
{0.5, -0.5, 0.0},
{1.5, -0.5, -1.0}},
{
{-1.5, 0.5, 4.0},
{-0.5, 0.5, 0.0},
{0.5, 0.5, 3.0},
{1.5, 0.5, 4.0}},
{
{-1.5, 1.5, -2.0},
{-0.5, 1.5, -2.0},
{0.5, 1.5, 0.0},
{1.5, 1.5, -1.0}}
};
void initlights(void)
{
GLfloat ambient[] =
{0.2, 0.2, 0.2, 1.0};
GLfloat position[] =
{0.0, 0.0, 2.0, 1.0};
GLfloat mat_diffuse[] =
{0.6, 0.6, 0.6, 1.0};
GLfloat mat_specular[] =
{1.0, 1.0, 1.0, 1.0};
GLfloat mat_shininess[] =
{50.0};
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(85.0, 1.0, 1.0, 1.0);
glEvalMesh2(GL_FILL, 0, 20, 0, 20);
glPopMatrix();
glFlush();
}
void myinit(void)
{
glClearColor(0.0, 0.0, 0.0, 1.0);
glEnable(GL_DEPTH_TEST);
glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4,
0, 1, 12, 4, &ctrlpoints[0][0][0]);
glEnable(GL_MAP2_VERTEX_3);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
glMapGrid2f(20, 0.0, 1.0, 20, 0.0, 1.0);
initlights(); /*
* for lighted version only
*/
}
void myReshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
glOrtho(-4.0, 4.0, -4.0 * (GLfloat) h / (GLfloat) w,
4.0 * (GLfloat) h / (GLfloat) w, -4.0, 4.0);
else
glOrtho(-4.0 * (GLfloat) w / (GLfloat) h,
4.0 * (GLfloat) w / (GLfloat) h, -4.0, 4.0, -4.0, 4.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
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;
}