# # (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 # Unpublished-- rights reserved under the copyright laws of the # United States.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. #/ use opengl; package opengl; @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]] ); sub makectrlpts { my $array = array_float(4*4*3); my $m = 0; for ($i = 0; $i < 4; $i++) { for ($j = 0; $j < 4; $j++) { for ($k = 0; $k < 3; $k++) { set_float($array,$m,$ctrlpoints[$i][$j][$k]); $m++; } } } return $array; } sub initlights { my $ambient = newfv4(0.2, 0.2, 0.2, 1.0); my $position = newfv4(0.0,0.0,2.0,1.0); my $mat_diffuse = newfv4(0.6,0.6,0.6,1.0); my $mat_specular = newfv4(1.0, 1.0, 1.0, 1.0); my $mat_shininess = newfv4(50.0,0,0,0); glEnable($GL_LIGHTING); glEnable($GL_LIGHT0); glLightfv($GL_LIGHT0, $GL_AMBIENT, $ambient); glLightfv($GL_LIGHT0, $GL_POSITION, $position); glMaterialfv($GL_FRONT, $GL_DIFFUSE, $mat_diffuse); glMaterialfv($GL_FRONT, $GL_SPECULAR, $mat_specular); glMaterialfv($GL_FRONT, $GL_SHININESS, $mat_shininess); } sub display { glClear($GL_COLOR_BUFFER_BIT | $GL_DEPTH_BUFFER_BIT); glPushMatrix(); glRotatef(85.0, 1.0, 1.0, 1.0); glEvalMesh2($GL_FILL, 0, 20, 0, 20); glPopMatrix(); glFlush(); } sub myinit { glClearColor (0.0, 0.0, 0.0, 1.0); glEnable ($GL_DEPTH_TEST); my $cpoints = makectrlpts(); glMap2f($GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0,1,12,4, $cpoints); glEnable($GL_MAP2_VERTEX_3); glEnable($GL_AUTO_NORMAL); glEnable($GL_NORMALIZE); glMapGrid2f(20, 0.0, 1.0, 20, 0.0, 1.0); initlights(); free($cpoints); } sub myReshape { my ($w,$h) = @_; glViewport(0, 0, $w, $h); glMatrixMode($GL_PROJECTION); glLoadIdentity(); if ($w <= $h) { glOrtho(-4.0, 4.0, -4.0*$h/$w, 4.0*$h/$w, -4.0, 4.0); } else { glOrtho(-4.0*$w/$h, 4.0*$w/$h, -4.0, 4.0, -4.0, 4.0); } glMatrixMode($GL_MODELVIEW); glLoadIdentity(); } auxInitDisplayMode ($AUX_SINGLE | $AUX_RGB | $AUX_DEPTH); auxInitPosition (0, 0, 500, 500); auxInitWindow ("bezmesh"); myinit(); myReshape(500,500); display(); sleep(10);