/* * (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 * Unpublished-- rights reserved under the copyright laws of the * United States.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. */ /* texturesurf.c * This program uses evaluators to generate a curved * surface and automatically generated texture coordinates. */ #include #include #include #include #include #define iw 64 #define ih 64 static float anglex = 0.0F ; static float angley = 0.0F ; GLubyte im[3*iw*ih]; GLfloat pts[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}}}; GLfloat texpts[2][2][2] = { {{0.0,0.0},{0.0,1.0}}, {{1.0,0.0},{1.0,1.0}}}; void makeImage(void) { int i,j; float ti,tj; for( i = 0 ; i < iw ; i++ ) { ti = 2.0F*3.14159265F*i/iw; for( j = 0 ; j < ih ; j++ ) { tj = 2.0F*3.14159265F*j/ih; im[3*(ih*i+j)]=(unsigned char) (127*(1+sin(ti))); im[3*(ih*i+j)+1]=(unsigned char) (127*(1+cos(2*tj))); im[3*(ih*i+j)+2]=(unsigned char) (127*(1+cos(ti+tj))); } } } void myinit(void) { glMap2f(GL_MAP2_VERTEX_3,0,1,3,4,0,1,12,4,&pts[0][0][0]); glMap2f(GL_MAP2_TEXTURE_COORD_2,0,1,2,2,0,1,4,2,&texpts[0][0][0]); glEnable(GL_MAP2_TEXTURE_COORD_2); glEnable(GL_MAP2_VERTEX_3); glMapGrid2f(20,0.0,1.0,20,0.0,1.0); makeImage(); glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_DECAL); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); glTexImage2D(GL_TEXTURE_2D,0,3,iw,ih,0, GL_RGB,GL_UNSIGNED_BYTE,im); glEnable(GL_TEXTURE_2D); glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); glShadeModel(GL_FLAT); } void CALLBACK display(void) { glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glPushMatrix(); glRotatef(angley,0.0F,1.0F,0.0F) ; glRotatef(anglex,1.0F,0.0F,0.0F) ; glRotatef(85.0,1.0,1.0,1.0); glEvalMesh2(GL_FILL,0,20,0,20); glPopMatrix(); glFlush(); auxSwapBuffers(); } void CALLBACK myReshape(int w,int h) { glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if ( w <= h ) glOrtho(-2.5,2.5,-2.5*(float)h/(float)w,2.5*(float)h/(float)w,-4.0,4.0); else glOrtho(-2.5*(float)w/(float)h,2.5*(float)w/(float)h,-2.5,2.5,-4.0,4.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void CALLBACK up(void) { anglex-- ; } void CALLBACK down(void) { anglex++ ; } void CALLBACK left(void) { angley-- ; } void CALLBACK right(void) { angley++ ; } void main(void) { auxInitDisplayMode(AUX_DOUBLE|AUX_RGB|AUX_DEPTH); auxInitPosition(0,0,300,230); auxInitWindow("Surface de Bézier"); myinit(); auxKeyFunc(AUX_UP,up) ; auxKeyFunc(AUX_DOWN,down) ; auxKeyFunc(AUX_LEFT,left) ; auxKeyFunc(AUX_RIGHT,right) ; auxReshapeFunc(myReshape); auxMainLoop(display); }