/* * (c) Copyright 1993, Silicon Graphics, Inc. * 1993-1995 Microsoft Corporation * * ALL RIGHTS RESERVED * * Please refer to OpenGL/readme.txt for additional information * */ /* * surface.c * This program draws a NURBS surface in the shape of a * symmetrical hill. */ #include "glos.h" #include #include #include #include #include #include //glaux.lib, opengl32.lib, glu32.lib // FILE *stream; #define kol 15 void myinit(void); void init_surface(void); void CALLBACK display(void); void CALLBACK myReshape(GLsizei w, GLsizei h); GLfloat ctlpoints[4][4][3]; GLUnurbsObj *theNurb; /* * Initializes the control points of the surface to a small hill. * The control points range from -3 to +3 in x, y, and z */ void init_surface(void) { int u, v; for (u = 0; u < 4; u++) { for (v = 0; v < 4; v++) { ctlpoints[u][v][0] = 2.0*((GLfloat)u - 1.5); ctlpoints[u][v][1] = 2.0*((GLfloat)v - 1.5); if ( (u == 1 || u == 2) && (v == 1 || v == 2)) ctlpoints[u][v][2] = 3.0; else ctlpoints[u][v][2] = -3.0; } } } /* Initialize material property and depth buffer. */ void myinit(void) { GLfloat mat_diffuse[] = { 0.7, 0.7, 0.7, 1.0 }; GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat mat_shininess[] = { 100.0 }; glClearColor (0.0, 0.0, 0.0, 1.0); glMaterialfv(GL_FRONT, GL_AMBIENT, mat_diffuse); glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); glEnable(GL_AUTO_NORMAL); glEnable(GL_NORMALIZE); init_surface(); theNurb = gluNewNurbsRenderer(); gluNurbsProperty(theNurb, GLU_SAMPLING_TOLERANCE, 25.0); gluNurbsProperty(theNurb, GLU_DISPLAY_MODE, GLU_OUTLINE_POLYGON); // gluNurbsProperty(theNurb, GLU_DISPLAY_MODE, GLU_FILL); } void CALLBACK display(void) { int D = 0, i = 0, k, M = 0, mi, ma = 0, x, y; //double D = 0.; double s; int Res[kol] = {15, 32, 31,31, 16, 31, 16, 15, 32,15, 16, 31, 16, 31, 16}; { GLfloat knots[8] = {0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0}; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glRotatef(330.0, 1,0.,0.); glScalef (0.5, 0.5, 0.5); gluBeginSurface(theNurb); gluNurbsSurface(theNurb, 8, knots, 8, knots, 4 * 3, 3, &ctlpoints[0][0][0], 4, 4, GL_MAP2_VERTEX_3); gluEndSurface(theNurb); glPopMatrix(); glFlush(); } } void CALLBACK myReshape(GLsizei w, GLsizei h) { if (!h) return; glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective (45.0, (GLdouble)w/(GLdouble)h, 3.0, 8.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef (0.0, 0.0, -5.0); } /* Main Loop */ int main(int argc, char** argv) { auxInitDisplayMode (AUX_SINGLE | AUX_RGB); auxInitPosition (0, 0, 500, 500); auxInitWindow ("NURBS Surface"); myinit(); auxReshapeFunc (myReshape); auxMainLoop(display); return(0); }