# #/* 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 # * Unpublished-- rights reserved under the copyright laws of the # * United States.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. # */ #/* texturesurf.c # * This program uses evaluators to generate a curved # * surface and automatically generated texture coordinates. # */ # require "opengl" require "glut" $ctrlpoints = [ [[ -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]] ].flatten; $texpts = [[[0.0, 0.0], [0.0, 1.0]], [[1.0, 0.0], [1.0, 1.0]]].flatten; display = proc { GL::Clear(GL::COLOR_BUFFER_BIT | GL::DEPTH_BUFFER_BIT); GL::Color(1.0, 1.0, 1.0); GL::EvalMesh2(GL::FILL, 0, 20, 0, 20); GL::Flush(); } ImageWidth=64 ImageHeight=64 $image = [] def makeImage for i in 0...ImageWidth ti = 2.0*3.14159265*i/ImageWidth.to_f; for j in 0...ImageHeight tj = 2.0*3.14159265*j/ImageHeight.to_f; $image[3*(ImageHeight*i+j)] = 127*(1.0+Math::sin(ti)); $image[3*(ImageHeight*i+j)+1] = 127*(1.0+Math::cos(2*tj)); $image[3*(ImageHeight*i+j)+2] = 127*(1.0+Math::cos(ti+tj)); end end end def myinit GL::Map2d(GL::MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, $ctrlpoints); GL::Map2d(GL::MAP2_TEXTURE_COORD_2, 0, 1, 2, 2, 0, 1, 4, 2, $texpts); GL::Enable(GL::MAP2_TEXTURE_COORD_2); GL::Enable(GL::MAP2_VERTEX_3); GL::MapGrid2d(20, 0.0, 1.0, 20, 0.0, 1.0); makeImage(); GL::TexEnv(GL::TEXTURE_ENV, GL::TEXTURE_ENV_MODE, GL::DECAL); GL::TexParameter(GL::TEXTURE_2D, GL::TEXTURE_WRAP_S, GL::REPEAT); GL::TexParameter(GL::TEXTURE_2D, GL::TEXTURE_WRAP_T, GL::REPEAT); GL::TexParameter(GL::TEXTURE_2D, GL::TEXTURE_MAG_FILTER, GL::NEAREST); GL::TexParameter(GL::TEXTURE_2D, GL::TEXTURE_MIN_FILTER, GL::NEAREST); GL::TexImage2D(GL::TEXTURE_2D, 0, 3, ImageWidth, ImageHeight, 0, GL::RGB, GL::UNSIGNED_BYTE, $image.pack("C*")); GL::Enable(GL::TEXTURE_2D); GL::Enable(GL::DEPTH_TEST); GL::Enable(GL::NORMALIZE); GL::ShadeModel(GL::FLAT); end myReshape = proc {|w, h| GL::Viewport(0, 0, w, h); GL::MatrixMode(GL::PROJECTION); GL::LoadIdentity(); if (w <= h) GL::Ortho(-4.0, 4.0, -4.0*h.to_f/w, 4.0*h.to_f/w, -4.0, 4.0); else GL::Ortho(-4.0*w.to_f/h, 4.0*w.to_f/h, -4.0, 4.0, -4.0, 4.0); end GL::MatrixMode(GL::MODELVIEW); GL::LoadIdentity(); GL::Rotate(85.0, 1.0, 1.0, 1.0); } GLUT::Init(); GLUT::InitDisplayMode(GLUT::SINGLE | GLUT::RGB | GLUT::DEPTH); GLUT::CreateWindow(); myinit(); GLUT::ReshapeFunc(myReshape); GLUT::DisplayFunc(display); GLUT::MainLoop();