# #/* 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 # * Unpublished-- rights reserved under the copyright laws of the # * United States.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. # */ #/* bezsurf.c # * This program renders a lighted, filled Bezier surface, # * using two-dimensional evaluators. # */ 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]] ]; def initlights ambient = [0.2, 0.2, 0.2, 1.0]; position = [0.0, 0.0, 2.0, 1.0]; mat_diffuse = [0.6, 0.6, 0.6, 1.0]; mat_specular = [1.0, 1.0, 1.0, 1.0]; mat_shininess = [50.0]; GL::Enable(GL::LIGHTING); GL::Enable(GL::LIGHT0); GL::Light(GL::LIGHT0, GL::AMBIENT, ambient); GL::Light(GL::LIGHT0, GL::POSITION, position); GL::Material(GL::FRONT, GL::DIFFUSE, mat_diffuse); GL::Material(GL::FRONT, GL::SPECULAR, mat_specular); GL::Material(GL::FRONT, GL::SHININESS, mat_shininess); end display = proc { GL::Clear(GL::COLOR_BUFFER_BIT | GL::DEPTH_BUFFER_BIT); GL::PushMatrix(); GL::Rotate(85.0, 1.0, 1.0, 1.0); GL::EvalMesh2(GL::FILL, 0, 20, 0, 20); GL::PopMatrix(); GL::Flush(); } def myinit GL::ClearColor(0.0, 0.0, 0.0, 1.0); GL::Enable(GL::DEPTH_TEST); GL::Map2d(GL::MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, $ctrlpoints.flatten); GL::Enable(GL::MAP2_VERTEX_3); GL::Enable(GL::AUTO_NORMAL); GL::Enable(GL::NORMALIZE); GL::MapGrid2d(20, 0.0, 1.0, 20, 0.0, 1.0); initlights(); # /* for lighted version only */ 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 / w, 4.0 * h / w, -4.0, 4.0); else GL::Ortho(-4.0 * w / h, 4.0 * w / h, -4.0, 4.0, -4.0, 4.0); end GL::MatrixMode(GL::MODELVIEW); GL::LoadIdentity(); } GLUT::Init(); GLUT::InitDisplayMode(GLUT::SINGLE | GLUT::RGB | GLUT::DEPTH); GLUT::CreateWindow($0); myinit(); GLUT::ReshapeFunc(myReshape); GLUT::DisplayFunc(display); GLUT::MainLoop();