include GL glut GLfloat ctlarray -0 866 55 -0 55 55 866 55 55 55 -0 -0

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#include <GL\glut.h>
GLfloat ctlarray [3][2][4] = { 0.5, 0.0, -0.3, 1.0,
0.5, 0.0, 0.3, 1.0,
0.0, 0.866*0.55, -0.3*0.55, 1.0*0.55,
0.0, 0.866*0.55, 0.5*0.55, 1.0*0.55,
-0.5, 0.0, -0.3, 1.0,
-0.5, 0.0, 0.3, 1.0 };
GLfloat TexP[] = { 1.0, 0.0, 0.0, 0.0 };
GLfloat TexP1[] = { 0.0, 1.0, 0.0, 0.0 };
GLfloat TexP2[] = { 0.0, 0.0, 1.0, 0.0 };
GLubyte TexI[] = { 255, 0, 0,
0, 255, 0,
255, 0, 0,
0, 255, 0,
0, 255, 0,
0, 255, 0,
0, 255, 0,
0, 255, 0};
GLfloat texpts[2][2][2] = { 0, 0, 0, 2, 2, 0, 2, 2 } ;
GLUnurbsObj* theNurb;
GLUquadricObj* theqw;
void init() {
glClearColor (0.5, 0.75, 0.75, 1);
theNurb = gluNewNurbsRenderer();
theqw = gluNewQuadric();
glEnable(GL_DEPTH_TEST);
gluNurbsProperty(theNurb, GLU_SAMPLING_TOLERANCE, 25.0);
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, 0.0, 0.0, 1.0, 1.0, 1.0 };
GLfloat knot1[] = { 0.0, 0.0, 1.0,1.0 };
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glRotatef (1, 1.0, 1.0, 1.0);
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();
}
void main() {
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(480, 480);
glutInitWindowPosition(100, 100);
glutCreateWindow(" ");
init();
glutDisplayFunc(Display);
glutMainLoop();
}