#include <windows.h>
#include <GL/glut.h>
GLUnurbsObj *theNurb1;GLfloat ctrlpoints[7][5][3] = {{{-3,0.5,0},{-1,1.5,0.5},{-2,2,1},{1,-1,0.5},{-5,0,0}},
{{-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}},
{{-3,0.5,-4},{-1,1.5,-4.5},{-2,2,-5},{1,-1,-4.5},{-5,0,-4}}};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);
}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 lknots[12] = {0.0,0.0,0.0,0.0,0.0,0.0,1.0,1.0,1.0,1.0,1.0,1.0};
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); //第一个曲面
glPushMatrix();
glRotatef(50.0,1.0,1.0,0.0);
glTranslatef(1.0,0.0,0.0);
gluBeginSurface(theNurb1);
//定义曲面形状
gluNurbsSurface(theNurb1,12,lknots,10,knots,5*3,3,&ctrlpoints[0][0][0],5,5,GL_MAP2_VERTEX_3); gluEndSurface(theNurb1);
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);
}
#include <GL/glut.h>
GLUnurbsObj *theNurb1;GLfloat ctrlpoints[7][5][3] = {{{-3,0.5,0},{-1,1.5,0.5},{-2,2,1},{1,-1,0.5},{-5,0,0}},
{{-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}},
{{-3,0.5,-4},{-1,1.5,-4.5},{-2,2,-5},{1,-1,-4.5},{-5,0,-4}}};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);
}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 lknots[12] = {0.0,0.0,0.0,0.0,0.0,0.0,1.0,1.0,1.0,1.0,1.0,1.0};
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); //第一个曲面
glPushMatrix();
glRotatef(50.0,1.0,1.0,0.0);
glTranslatef(1.0,0.0,0.0);
gluBeginSurface(theNurb1);
//定义曲面形状
gluNurbsSurface(theNurb1,12,lknots,10,knots,5*3,3,&ctrlpoints[0][0][0],5,5,GL_MAP2_VERTEX_3); gluEndSurface(theNurb1);
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);
}
#include "glut.h"
GLfloat ctrlPoints[4][4][3]={{{-6.0f,-6.0f,0.0f},{-6.0f,-2.0f,0.0f},{-6.0f,2.0f,0.0f},{-6.0f,6.0f,0.0f}},
{{-2.0f,-6.0f,0.0f},{-2.0f,-2.0f,8.0f},{-2.0f,2.0f,8.0f},{-2.0f,6.0f,0.0f}},
{{2.0f,-6.0f,0.0f},{2.0f,-2.0f,8.0f},{2.0f,2.0f,8.0f},{2.0f,6.0f,0.0f}},
{{6.0f,-6.0f,0.0f},{6.0f,-2.0f,0.0f},{6.0f,2.0f,0.0f},{6.0f,6.0f,0.0f}}}; GLfloat knots[8]={0.0f,0.0f,0.0f,0.0f,1.0f,1.0f,1.0f,1.0f}; void drawNurbs(void)
{
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glPushMatrix(); glRotatef(45.0f,0.0f,1.0f,0.0f);
glRotatef(60.0f,1.0f,0.0f,0.0f); //定义NURBS对象
GLUnurbs* thenurb;
thenurb=gluNewNurbsRenderer(); //设置NURBS属性
gluNurbsProperty(thenurb,GLU_SAMPLING_TOLERANCE,25.0f);
gluNurbsProperty(thenurb,GLU_DISPLAY_MODE,GLU_FILL); //绘制曲面
gluBeginSurface(thenurb);
gluNurbsSurface(thenurb,8,knots,8,knots,4*3,3,&ctrlPoints[0][0][0],4,4,GL_MAP2_VERTEX_3);
gluEndSurface(thenurb); //显示控制点
int ii,jj,kk;
glPointSize(5.0f);
glBegin(GL_POINTS);
for(ii=0;ii<4;ii++)
for(jj=0;jj<4;jj++)
for(kk=0;kk<3;kk++)
glVertex3fv(&ctrlPoints[ii][jj][kk]);
glEnd();
glPopMatrix();
glFlush();
} void myReshape(GLsizei w,GLsizei h)
{
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0,(GLfloat)w/(GLfloat)h,1.0,20.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0,0.0,-5.0);
} int main(int argc,char** argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB);
glutInitWindowSize(600,400);
glutInitWindowPosition(200,200);
/*创建窗口*/
glutCreateWindow("NURBS surface");
glutDisplayFunc(drawNurbs);
glutReshapeFunc(myReshape); glutMainLoop();
return 0;
}
#include <GL/glut.h>
GLUnurbsObj *theNurb1; GLfloat ctrlPoints[4][4][3]={
{{-1.5, -1.5, 2.0}, {-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, 1.5, 2.0}, {0.5, 0.5, 1.0}, {1.5, -0.5, -1.0}}, {{-1.5, 0.5, 2.0}, {-0.5, 0.5, 1.0}, {0.5, 0.5, 3.0}, {1.5, -1.5, 1.5}}, {{-1.5, 1.5, -2.0}, {-0.5, 1.5, -2.0}, {0.5, 0.5, 1.0}, {1.5, 1.5, -1.0}}};
GLfloat knots[8]={0.0f,0.0f,0.0f,0.0f,1.0f,1.0f,1.0f,1.0f}; void drawNurbs(void)
{
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glPushMatrix(); glRotatef(45.0f,0.0f,1.0f,0.0f);
glRotatef(60.0f,1.0f,0.0f,0.0f); //定义NURBS对象
GLUnurbs* thenurb;
thenurb=gluNewNurbsRenderer(); //设置NURBS属性
gluNurbsProperty(thenurb,GLU_SAMPLING_TOLERANCE,25.0f);
gluNurbsProperty(thenurb,GLU_DISPLAY_MODE,GLU_FILL); //绘制曲面
gluBeginSurface(thenurb);
//gluNurbsSurface(thenurb,12,lknots,10,knots,4*3,3,&ctrlPoints[0][0][0],5,5,GL_MAP2_VERTEX_3);
gluNurbsSurface(thenurb,8,knots,8,knots,4*3,3,&ctrlPoints[0][0][0],4,4,GL_MAP2_VERTEX_3);
//gluNurbsSurface(thenurb,8,knots,8,knots,4*3,3,&ctrlPoints[0][0][0],4,4,GL_MAP2_VERTEX_3);
gluEndSurface(thenurb); //显示控制点
int ii,jj,kk;
glPointSize(5.0f);
glBegin(GL_POINTS);
for(ii=0;ii<4;ii++)
for(jj=0;jj<4;jj++)
for(kk=0;kk<3;kk++)
glVertex3fv(&ctrlPoints[ii][jj][kk]); glEnd();
glPopMatrix();
glFlush();
} void myReshape(GLsizei w,GLsizei h)
{
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0,(GLfloat)w/(GLfloat)h,1.0,20.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0,0.0,-5.0);
} GLfloat spin = 0.0; /*接收键盘指令*/
static void myKey(unsigned char key,int x,int y)
{
switch(key)
{
case'd':
spin = spin + 0.03;
glRotatef(spin,1.0,1.0,0.0);
glutPostRedisplay();
break;
case'a':
spin = spin - 0.03;
glRotatef(spin,1.0,1.0,0.0);
glutPostRedisplay();
break;
case 'x':
exit(0);
default:
break;
} } int main(int argc,char** argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB);
glutInitWindowSize(600,400);
glutInitWindowPosition(200,200);
/*创建窗口*/
glutCreateWindow("NURBS surface");
glutKeyboardFunc(myKey);
glutDisplayFunc(drawNurbs);
glutReshapeFunc(myReshape); glutMainLoop();
return 0;
}