/* * License Applicability. Except to the extent portions of this file are * made subject to an alternative license as permitted in the SGI Free * Software License B, Version 1.1 (the "License"), the contents of this * file are subject only to the provisions of the License. You may not use * this file except in compliance with the License. You may obtain a copy * of the License at Silicon Graphics, Inc., attn: Legal Services, 1600 * Amphitheatre Parkway, Mountain View, CA 94043-1351, or at: * * http://oss.sgi.com/projects/FreeB * * Note that, as provided in the License, the Software is distributed on an * "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS * DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND * CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A * PARTICULAR PURPOSE, AND NON-INFRINGEMENT. * * Original Code. The Original Code is: OpenGL Sample Implementation, * Version 1.2.1, released January 26, 2000, developed by Silicon Graphics, * Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc. * Copyright in any portions created by third parties is as indicated * elsewhere herein. All Rights Reserved. * * Additional Notice Provisions: The application programming interfaces * established by SGI in conjunction with the Original Code are The * OpenGL(R) Graphics System: A Specification (Version 1.2.1), released * April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version * 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X * Window System(R) (Version 1.3), released October 19, 1998. This software * was created using the OpenGL(R) version 1.2.1 Sample Implementation * published by SGI, but has not been independently verified as being * compliant with the OpenGL(R) version 1.2.1 Specification. * */ /* bezsurf.c * This program renders a wireframe Bezier surface, * using two-dimensional evaluators. */ #include #include #include /* Apps that use the GLU NURBS functions often need a bit more stack space. * Allocate a bit more stack. */ static USED const char *stack = "$STACK:65535"; 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 display(void) { int i, j; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glColor3f(1.0, 1.0, 1.0); glPushMatrix (); glRotatef(85.0, 1.0, 1.0, 1.0); for (j = 0; j <= 8; j++) { glBegin(GL_LINE_STRIP); for (i = 0; i <= 30; i++) glEvalCoord2f((GLfloat)i/30.0, (GLfloat)j/8.0); glEnd(); glBegin(GL_LINE_STRIP); for (i = 0; i <= 30; i++) glEvalCoord2f((GLfloat)j/8.0, (GLfloat)i/30.0); glEnd(); } glPopMatrix (); glFlush(); } void init(void) { glClearColor (0.0, 0.0, 0.0, 0.0); glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, &ctrlpoints[0][0][0]); glEnable(GL_MAP2_VERTEX_3); glMapGrid2f(20, 0.0, 1.0, 20, 0.0, 1.0); glEnable(GL_DEPTH_TEST); glShadeModel(GL_FLAT); } void reshape(int w, int h) { glViewport(0, 0, (GLsizei) w, (GLsizei) 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(); } void keyboard(unsigned char key, int x, int y) { switch (key) { case 27: exit(0); break; } } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize (500, 500); glutInitWindowPosition (100, 100); glutCreateWindow (argv[0]); init (); glutDisplayFunc(display); glutReshapeFunc(reshape); glutKeyboardFunc(keyboard); glutMainLoop(); return 0; }