/* * (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 * Unpublished-- rights reserved under the copyright laws of the * United States.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 #include #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); }