include iostream include glut include vector using namespace std GLflo

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#include <iostream>
#include "glut.h"
#include <vector>
using namespace std;
GLfloat ctlarray[3][2][4] =
{
0.5, 0, -0.3, 1,
0.5, 0, 0.3, 1,
0, 0.866 * 0.55, -0.3 * 0.55, 1 * 0.55,
0, 0.866 * 0.55, +0.3 * 0.55, 1 * 0.55,
-0.5, 0, -0.3, 1,
-0.5, 0, 0.3, 1,
};
GLfloat TexP[] = { 1, 0, 0, 0 };
GLfloat TexP1[] = { 0, 1, 0, 0 };
GLfloat TexP2[] = { 0, 0, 1, 0 };
GLfloat TexI[] = { 255, 0, 0, 255, 0, 0, 2555, 255, 0, 255, 255, 0, 0, 255, 0, 0, 255, 0, 0, 0, 255, 0, 0, 255 };
GLfloat texpts[2][2][2] = { 0, 0, 0, 2, 2, 0, 2, 2 };
GLUnurbsObj* theNurb;
GLUquadricObj* theqw;
void init()
{
theNurb = gluNewNurbsRenderer();
theqw = gluNewQuadric();
glClearColor(0.5, 0.75, 0.75, 1);
glEnable(GL_DEPTH_TEST);
gluNurbsProperty(theNurb, GLU_SAMPLING_TOLERANCE, 25);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage1D(GL_TEXTURE_1D, 0, 3, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, TexI);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
gluQuadricTexture(theqw, true);
glEnable(GL_TEXTURE_1D);
}
void Display()
{
GLfloat knot[] = { 0, 0, 0, 1, 1, 1 };
GLfloat knot1[] = { 0, 0, 1, 1 };
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glRotatef(1, 1, 1, 1);
glColor3f(1, 0, 0);
glEnable(GL_TEXTURE_GEN_S);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenfv(GL_S, GL_OBJECT_PLANE, TexP1);
//glMap2f(GL_MAP2_TEXTURE_COORD_1, 0, 1, 2, 2, 0, 1, 4, 2, &texpts[0][0][0]);
//glEnable(GL_MAP2_TEXTURE_COORD_1);
gluSphere(theqw, 0.3, 50, 50);
//glutSolidTeapot(0.3);
gluBeginSurface(theNurb);
gluNurbsSurface(theNurb, 6, knot, 4, knot1, 2 * 4, 4, &ctlarray[0][0][0], 3, 2, GL_MAP2_VERTEX_4);
gluEndSurface(theNurb);
glutPostRedisplay();
glutSwapBuffers();
}
int main()
{
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
glutInitWindowSize(480, 480);
glutInitWindowPosition(100, 100);
glutCreateWindow(" ");
init();
glutDisplayFunc(Display);
glutMainLoop();
}