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+
+/* Copyright (c) Mark J. Kilgard, 1994. */
+
+/*
+ * (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+ * Unpublished-- rights reserved under the copyright laws of the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 <stdlib.h>
+#include <GL/glut.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(-1.0, 1.0, -1.5, 0.5, 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)
+{
+ glutInit(&argc, argv);
+ glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
+ glutCreateWindow (argv[0]);
+ myinit();
+ glutReshapeFunc (myReshape);
+ glutDisplayFunc(display);
+ glutMainLoop();
+ return 0; /* ANSI C requires main to return int. */
+}