#/* aux2glut conversion Copyright (c) Mark J. Kilgard, 1994, 1995 */ # #/** # * (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 # * Unpublished-- rights reserved under the copyright laws of the # * United States.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. # */ #/** # * surface.c # * This program draws a NURBS surface in the shape of a # * symmetrical hill. # */ require "opengl" require "glut" require "mathn" $ctlpoints = []; $showPoints = 0; $theNurb = nil; #/* # * Initializes the control points of the surface to a small hill. # * The control points range from -3 to +3 in x, y, and z # */ def init_surface for u in 0..3 for v in 0..3 $ctlpoints[u*4*3+v*3+0] = 2.0*(u - 1.5); $ctlpoints[u*4*3+v*3+1] = 2.0*(v - 1.5); if ( (u == 1 || u == 2) && (v == 1 || v == 2)) $ctlpoints[u*4*3+v*3+2] = 7.0; else $ctlpoints[u*4*3+v*3+2] = -3.0; end end end end #/* Initialize material property and depth buffer. # */ def myinit mat_diffuse = [ 0.7, 0.7, 0.7, 1.0 ]; mat_specular = [ 1.0, 1.0, 1.0, 1.0 ]; mat_shininess = [ 100.0 ]; GL.ClearColor(0.0, 0.0, 0.0, 1.0); GL.Material(GL::FRONT, GL::DIFFUSE, mat_diffuse); GL.Material(GL::FRONT, GL::SPECULAR, mat_specular); GL.Material(GL::FRONT, GL::SHININESS, mat_shininess); GL.Enable(GL::LIGHTING); GL.Enable(GL::LIGHT0); GL.DepthFunc(GL::LESS); GL.Enable(GL::DEPTH_TEST); GL.Enable(GL::AUTO_NORMAL); GL.Enable(GL::NORMALIZE); init_surface(); $theNurb = GLU.NewNurbsRenderer(); GLU.NurbsProperty($theNurb, GLU::SAMPLING_TOLERANCE, 25.0); GLU.NurbsProperty($theNurb, GLU::DISPLAY_MODE, GLU::FILL); end display = Proc.new { knots = [0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0]; GL.Clear(GL::COLOR_BUFFER_BIT | GL::DEPTH_BUFFER_BIT); GL.PushMatrix(); GL.Rotate(330.0, 1.0,0.0,0.0); GL.Scale(0.25, 0.25, 0.25); GLU.BeginSurface($theNurb); GLU.NurbsSurface($theNurb, 8, knots, 8, knots, 4 * 3, 3, $ctlpoints, 4, 4, GL::MAP2_VERTEX_3); GLU.EndSurface($theNurb); if($showPoints==1) GL.PointSize(5.0); GL.Disable(GL::LIGHTING); GL.Color(1.0, 1.0, 0.0); GL.Begin(GL::POINTS); for i in 0..3 for j in 0..3 GL.Vertex($ctlpoints[i*4*3+j*3+0], $ctlpoints[i*4*3+j*3+1], $ctlpoints[i*4*3+j*3+2]); end end GL.End(); GL.Enable(GL::LIGHTING); end GL.PopMatrix(); GL.Flush(); } reshape = Proc.new {|w, h| GL.Viewport(0, 0, w, h); GL.MatrixMode(GL::PROJECTION); GL.LoadIdentity(); GLU.Perspective(45.0, w/h, 3.0, 8.0); GL.MatrixMode(GL::MODELVIEW); GL.LoadIdentity(); GL.Translate(0.0, 0.0, -5.0); } menu = Proc.new {|value| $showPoints = value; GLUT.PostRedisplay(); } #/* Main Loop */ #int #main(int argc, char** argv) #{ GLUT.Init GLUT.InitDisplayMode(GLUT::SINGLE | GLUT::RGB); GLUT.CreateWindow($0); myinit(); GLUT.ReshapeFunc(reshape); GLUT.DisplayFunc(display); GLUT.CreateMenu(menu); GLUT.AddMenuEntry("Show control points", 1); GLUT.AddMenuEntry("Hide control points", 0); GLUT.AttachMenu(GLUT::RIGHT_BUTTON); GLUT.MainLoop(); # return 0; /* ANSI C requires main to return int. */ #}