L'exécutable
Le source: Nurbs.cpp
#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>
#include <math.h>
#define iw 64
#define ih 64
static float anglex = 0.0F ;
static float angley = 0.0F ;
GLfloat ctlpoints[4][4][3];
GLUnurbsObj *theNurb;
void CALLBACK display(void) {
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();
glTranslatef(0.0F,1.0F,0.0F) ;
glRotatef(anglex,1.0F,0.0F,0.0F) ;
glRotatef(angley,0.0F,1.0F,0.0F) ;
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();
auxSwapBuffers();
}
void init_surface(void) {
int u,v;
for( u = 0 ; u < 4 ; u++ ) {
for( v = 0 ; v < 4 ; v++ ) {
ctlpoints[u][v][0] = 3.0F*(u-1.5F);
ctlpoints[u][v][1] = 2.0F*(v-1.5F);
if ((u==1 || u==2)&&(v==1 || v==2))
ctlpoints[u][v][2] = 3.0;
else
ctlpoints[u][v][2] = -3.0; } }
}
void myinit(void) {
GLfloat diffuse[] = { 0.7F,0.7F,0.7F,1.0F };
GLfloat specular[] = { 1.0F,1.0F,1.0F,1.0F };
GLfloat shininess[] = { 100.0F };
glClearColor(0.9,0.8,0.6,1.0);
glMaterialfv(GL_FRONT,GL_DIFFUSE,diffuse);
glMaterialfv(GL_FRONT,GL_SPECULAR,specular);
glMaterialfv(GL_FRONT,GL_SHININESS,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_FILL);
}
void CALLBACK myReshape(int w,int h) {
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0,(float)w/(float)h,3.0,8.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0,0.0,-5.0);
}
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("NURB");
myinit();
auxKeyFunc(AUX_UP,up) ;
auxKeyFunc(AUX_DOWN,down) ;
auxKeyFunc(AUX_LEFT,left) ;
auxKeyFunc(AUX_RIGHT,right) ;
auxReshapeFunc(myReshape);
auxMainLoop(display);
}
RETOUR