CURVE.C

/* 
* (c) Copyright 1993, Silicon Graphics, Inc.
* 1993-1995 Microsoft Corporation
*
* ALL RIGHTS RESERVED
*
* Please refer to OpenGL/readme.txt for additional information
*
*/

/*
* curve.c
* This program uses the Utility Library NURBS routines to
* draw a one-dimensional NURBS curve.
*/
#include "glos.h"

#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>

void myinit(void);
void CALLBACK myReshape(GLsizei w, GLsizei h);
void CALLBACK display(void);

GLUnurbsObj *theNurb;

void myinit(void)
{
glShadeModel (GL_FLAT);
theNurb = gluNewNurbsRenderer();
gluNurbsProperty (theNurb, GLU_SAMPLING_TOLERANCE, 10.0);
}

/* This routine draws a B-spline curve. Try a different
* knot sequence for a Bezier curve. For example,
GLfloat knots[8] = {0.0, 1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0};
*/

void CALLBACK display(void)
{
GLfloat ctlpoints[4][3] = {{-.75, -.75, 0.0},
{-.5, .75, 0.0}, {.5, .75, 0.0}, {.75, -.75, 0.0}};
GLfloat knots[8] = {0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0};

glClear(GL_COLOR_BUFFER_BIT);
glColor3f (1.0, 1.0, 1.0);
gluBeginCurve(theNurb);
gluNurbsCurve(theNurb,
8, knots,
3,
&ctlpoints[0][0],
4,
GL_MAP1_VERTEX_3);
gluEndCurve(theNurb);
glFlush();
}

void CALLBACK myReshape(GLsizei w, GLsizei h)
{
if (!h) return;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
gluOrtho2D (-1.0, 1.0, -1.0 * (GLfloat) h/(GLfloat) w,
1.0 * (GLfloat) h/(GLfloat) w);
else
gluOrtho2D (-1.0 * (GLfloat) w/(GLfloat) h,
1.0 * (GLfloat) w/(GLfloat) h, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}

/* Main Loop
*/
int main(int argc, char** argv)
{
auxInitDisplayMode (AUX_SINGLE | AUX_RGB);
auxInitPosition (0, 0, 500, 500);
auxInitWindow ("NURBS Curve");
myinit();
auxReshapeFunc (myReshape);
auxMainLoop(display);
return(0);
}