Source code of Windows XP (NT5)
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  1. /*
  2. * (c) Copyright 1993, Silicon Graphics, Inc.
  3. * ALL RIGHTS RESERVED
  4. * Permission to use, copy, modify, and distribute this software for
  5. * any purpose and without fee is hereby granted, provided that the above
  6. * copyright notice appear in all copies and that both the copyright notice
  7. * and this permission notice appear in supporting documentation, and that
  8. * the name of Silicon Graphics, Inc. not be used in advertising
  9. * or publicity pertaining to distribution of the software without specific,
  10. * written prior permission.
  11. *
  12. * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
  13. * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
  14. * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
  15. * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
  16. * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
  17. * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
  18. * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
  19. * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
  20. * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
  21. * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
  22. * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
  23. * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
  24. *
  25. * US Government Users Restricted Rights
  26. * Use, duplication, or disclosure by the Government is subject to
  27. * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
  28. * (c)(1)(ii) of the Rights in Technical Data and Computer Software
  29. * clause at DFARS 252.227-7013 and/or in similar or successor
  30. * clauses in the FAR or the DOD or NASA FAR Supplement.
  31. * Unpublished-- rights reserved under the copyright laws of the
  32. * United States. Contractor/manufacturer is Silicon Graphics,
  33. * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
  34. *
  35. * OpenGL(TM) is a trademark of Silicon Graphics, Inc.
  36. */
  37. /* bezsurf.c
  38. * This program renders a lighted, filled Bezier surface,
  39. * using two-dimensional evaluators.
  40. */
  41. #include <windows.h>
  42. #include <GL/gl.h>
  43. #include <GL/glu.h>
  44. #include "glaux.h"
  45. GLfloat ctrlpoints[4][4][3] = {
  46. {{-1.5, -1.5, 4.0}, {-0.5, -1.5, 2.0},
  47. {0.5, -1.5, -1.0}, {1.5, -1.5, 2.0}},
  48. {{-1.5, -0.5, 1.0}, {-0.5, -0.5, 3.0},
  49. {0.5, -0.5, 0.0}, {1.5, -0.5, -1.0}},
  50. {{-1.5, 0.5, 4.0}, {-0.5, 0.5, 0.0},
  51. {0.5, 0.5, 3.0}, {1.5, 0.5, 4.0}},
  52. {{-1.5, 1.5, -2.0}, {-0.5, 1.5, -2.0},
  53. {0.5, 1.5, 0.0}, {1.5, 1.5, -1.0}}
  54. };
  55. void initlights(void)
  56. {
  57. GLfloat ambient[] = { 0.2, 0.2, 0.2, 1.0 };
  58. GLfloat position[] = { 0.0, 0.0, 2.0, 1.0 };
  59. GLfloat mat_diffuse[] = { 0.6, 0.6, 0.6, 1.0 };
  60. GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
  61. GLfloat mat_shininess[] = { 50.0 };
  62. glEnable(GL_LIGHTING);
  63. glEnable(GL_LIGHT0);
  64. glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
  65. glLightfv(GL_LIGHT0, GL_POSITION, position);
  66. glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
  67. glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
  68. glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
  69. }
  70. void display(void)
  71. {
  72. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  73. glPushMatrix();
  74. glRotatef(85.0, 1.0, 1.0, 1.0);
  75. glEvalMesh2(GL_FILL, 0, 20, 0, 20);
  76. glPopMatrix();
  77. glFlush();
  78. }
  79. void myinit(void)
  80. {
  81. glClearColor (0.0, 0.0, 0.0, 1.0);
  82. glEnable (GL_DEPTH_TEST);
  83. glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4,
  84. 0, 1, 12, 4, &ctrlpoints[0][0][0]);
  85. glEnable(GL_MAP2_VERTEX_3);
  86. glEnable(GL_AUTO_NORMAL);
  87. glEnable(GL_NORMALIZE);
  88. glMapGrid2f(20, 0.0, 1.0, 20, 0.0, 1.0);
  89. initlights(); /* for lighted version only */
  90. }
  91. void myReshape(GLsizei w, GLsizei h)
  92. {
  93. glViewport(0, 0, w, h);
  94. glMatrixMode(GL_PROJECTION);
  95. glLoadIdentity();
  96. if (w <= h)
  97. glOrtho(-4.0, 4.0, -4.0*(GLfloat)h/(GLfloat)w,
  98. 4.0*(GLfloat)h/(GLfloat)w, -4.0, 4.0);
  99. else
  100. glOrtho(-4.0*(GLfloat)w/(GLfloat)h,
  101. 4.0*(GLfloat)w/(GLfloat)h, -4.0, 4.0, -4.0, 4.0);
  102. glMatrixMode(GL_MODELVIEW);
  103. glLoadIdentity();
  104. }
  105. int main(int argc, char** argv)
  106. {
  107. auxInitDisplayMode (AUX_SINGLE | AUX_RGB | AUX_DEPTH16);
  108. auxInitPosition (100, 50, 500, 500);
  109. auxInitWindow (argv[0]);
  110. myinit();
  111. auxReshapeFunc (myReshape);
  112. auxMainLoop(display);
  113. }