#include <windows.h> #include <GL/glut.h> GLUnurbsObj *theNurb1; GLUnurbsObj *theNurb2;
GLfloat ctrlpoints[5][5][3] = {{{-3,0.5,0},{-1,1.5,0},{-2,2,0},{1,-1,0},{-5,0,0}}, {{-3,0.5,-1},{-1,1.5,-1},{-2,2,-1},{1,-1,-1},{-5,0,-1}}, {{-3,0.5,-2},{-1,1.5,-2},{-2,2,-2},{1,-1,-2},{-5,0,-2}}, {{-3,0.5,-3},{-1,1.5,-3},{-2,2,-3},{1,-1,-3},{-5,0,-3}}, {{-3,0.5,-4},{-1,1.5,-4},{-2,2,-4},{1,-1,-4},{-5,0,-4}}};//控制点
GLfloat mat_diffuse[] = {1.0,0.5,0.1,1.0}; GLfloat mat_specular[] = {1.0,1.0,1.0,1.0}; GLfloat mat_shininess[] = {100.0}; GLfloat light_position[] = {0.0,-10.0,0.0,1.0};
void myInit(void) { glClearColor(1.0,1.0,1.0,0.0);//设置背景色
/*为光照模型指定材质参数*/ glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse); glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular); glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess);
glLightfv(GL_FRONT,GL_POSITION,light_position);//设置光源参数 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);//设置光照模型参数
/*激活光照*/ glEnable(GL_LIGHTING); glEnable(GL_LIGHT0);
glDepthFunc(GL_LEQUAL); glEnable(GL_DEPTH_TEST); glEnable(GL_LEQUAL); glEnable(GL_AUTO_NORMAL); glEnable(GL_NORMALIZE);
/*设置特殊效果*/ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glHint(GL_LINE_SMOOTH_HINT,GL_DONT_CARE); glEnable(GL_BLEND);
glFrontFace(GL_CW); glShadeModel(GL_SMOOTH); glEnable(GL_LINE_SMOOTH);
theNurb1 = gluNewNurbsRenderer();//创建NURBS对象theNurb1 gluNurbsProperty(theNurb1,GLU_SAMPLING_TOLERANCE,25.0); gluNurbsProperty(theNurb1,GLU_DISPLAY_MODE,GLU_OUTLINE_POLYGON);
theNurb2 = gluNewNurbsRenderer();//创建NURBS对象theNurb2 gluNurbsProperty(theNurb2,GLU_SAMPLING_TOLERANCE,25.0); gluNurbsProperty(theNurb2,GLU_DISPLAY_MODE,GLU_FILL); }
int spin = 0;
/*接收键盘指令*/ static void myKey(unsigned char key,int x,int y) { switch(key) { case'd': spin = spin + 1; glRotatef(spin,1.0,1.0,0.0); glutPostRedisplay(); break; case 27: exit(0); default: break; } }
/*绘制曲面*/ void myDisplay(void) { GLfloat knots[10] = {0.0,0.0,0.0,0.0,0.0,1.0,1.0,1.0,1.0,1.0};
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glRotatef(50.0,1.0,1.0,0.0);
/*第一个曲面*/ glPushMatrix(); glTranslatef(1.0,0.0,0.0); gluBeginSurface(theNurb1); /*定义曲面形状*/ gluNurbsSurface(theNurb1,10,knots,10,knots,5*3,3,&ctrlpoints[0][0][0],5,5,GL_MAP2_VERTEX_3); gluEndSurface(theNurb1); glPopMatrix();
/*第二个曲面*/ glPushMatrix(); glTranslatef(7.0,0.0,0.0); gluBeginSurface(theNurb2); /*定义曲面形状*/ gluNurbsSurface(theNurb2,10,knots,10,knots,5*3,3,&ctrlpoints[0][0][0],5,5,GL_MAP2_VERTEX_3); gluEndSurface(theNurb2); glPopMatrix();
glutSwapBuffers(); }
void myReshape(GLsizei w,GLsizei h) { glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(50.0,(GLfloat)w/(GLfloat)h,1.0,15.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.0,0.0,-9.0); }
int main(int argc,char ** argv) { /*初始化*/ glutInit(&argc,argv); glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB|GLUT_DEPTH); glutInitWindowSize(600,400); glutInitWindowPosition(200,200); /*创建窗口*/ glutCreateWindow("NURBS surface");
/*绘制与显示*/ myInit(); glutKeyboardFunc(myKey); glutReshapeFunc(myReshape); glutDisplayFunc(myDisplay);
/*进入GLUT事件处理循环*/ glutMainLoop(); return(0); } |