/* * (c) Copyright 1993, Silicon Graphics, Inc. * 1993-1995 Microsoft Corporation * * ALL RIGHTS RESERVED * * Please refer to OpenGL/readme.txt for additional information * */ /* * curve.c * This program uses the Utility Library NURBS routines to * draw a one-dimensional NURBS curve. */ #include "glos.h" #include #include #include void myinit(void); void CALLBACK myReshape(GLsizei w, GLsizei h); void CALLBACK display(void); GLUnurbsObj *theNurb; void myinit(void) { glShadeModel (GL_FLAT); theNurb = gluNewNurbsRenderer(); gluNurbsProperty (theNurb, GLU_SAMPLING_TOLERANCE, 10.0); } /* This routine draws a B-spline curve. Try a different * knot sequence for a Bezier curve. For example, GLfloat knots[8] = {0.0, 1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0}; */ void CALLBACK display(void) { GLfloat ctlpoints[4][3] = {{-.75, -.75, 0.0}, {-.5, .75, 0.0}, {.5, .75, 0.0}, {.75, -.75, 0.0}}; GLfloat knots[8] = {0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0}; glClear(GL_COLOR_BUFFER_BIT); glColor3f (1.0, 1.0, 1.0); gluBeginCurve(theNurb); gluNurbsCurve(theNurb, 8, knots, 3, &ctlpoints[0][0], 4, GL_MAP1_VERTEX_3); gluEndCurve(theNurb); glFlush(); } void CALLBACK myReshape(GLsizei w, GLsizei h) { h = (h == 0) ? 1 : h; glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (w <= h) gluOrtho2D (-1.0, 1.0, -1.0 * (GLfloat) h/(GLfloat) w, 1.0 * (GLfloat) h/(GLfloat) w); else gluOrtho2D (-1.0 * (GLfloat) w/(GLfloat) h, 1.0 * (GLfloat) w/(GLfloat) h, -1.0, 1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } /* Main Loop */ int main(int argc, char** argv) { auxInitDisplayMode (AUX_SINGLE | AUX_RGB); auxInitPosition (0, 0, 500, 500); auxInitWindow ("NURBS Curve"); myinit(); auxReshapeFunc (myReshape); auxMainLoop(display); return(0); }