-- -- (c) Copyright 1993,1994,1995,1996 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 -- Unpublished-- rights reserved under the copyright laws of the -- United States.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. -- with GL; use GL; with Text_IO; use Text_IO; package body Bezmesh_Procs is Bezier_Control_Points : array (1 .. 4, 1 .. 4, 1 .. 3) of aliased GLfloat := (((-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))); procedure Initialize is ambient : array (0 .. 3) of aliased GLfloat := (0.2, 0.2, 0.2, 1.0); diffuse : array (0 .. 3) of aliased GLfloat := (0.0, 0.0, 2.0, 1.0); position : array (0 .. 3) of aliased GLfloat := (0.6, 0.6, 0.6, 1.0); mat_diffuse : array (0 .. 3) of aliased GLfloat := (0.6, 0.6, 0.6, 1.0); mat_specular : array (0 .. 3) of aliased GLfloat := (1.0, 1.0, 1.0, 1.0); mat_shininess : aliased GLfloat := 50.0; begin glClearColor (0.0, 0.0, 0.0, 1.0); glEnable (GL_DEPTH_TEST); glMap2f (GL_MAP2_VERTEX_3, 0.0, 1.0, 3, 4, 0.0, 1.0, 12, 4, Bezier_Control_Points(1,1,1)'ACCESS); glEnable (GL_MAP2_VERTEX_3); glEnable (GL_AUTO_NORMAL); glEnable (GL_NORMALIZE); glMapGrid2f(20, 0.0, 1.0, 20, 0.0, 1.0); glEnable (GL_LIGHTING); glEnable (GL_LIGHT0); glLightfv (GL_LIGHT0, GL_AMBIENT, ambient (0)'access); glLightfv (GL_LIGHT0, GL_POSITION, position (0)'access); glMaterialfv (GL_FRONT, GL_DIFFUSE, mat_diffuse (0)'access); glMaterialfv (GL_FRONT, GL_SPECULAR, mat_specular (0)'access); glMaterialfv (GL_FRONT, GL_SHININESS, mat_shininess'access); end Initialize; procedure Display is begin glClear (GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); glPushMatrix; -- Glloadidentity; Glrotatef (85.0, 1.0, 1.0, 1.0); glEvalMesh2 (GL_FILL, 0, 20, 0, 20); glPopMatrix; glFlush; end Display; procedure HandleReshape (w : Integer; h : Integer) is begin glViewport (0, 0, GLsizei(w), GLsizei(h)); GlMatrixMode (GL_PROJECTION); GlLoadIdentity; if (W < H) then Glortho (-4.0, 4.0, -4.0 * Gldouble (H / W), 4.0 * Gldouble (H / W), -4.0, 4.0); else Glortho (-4.0 * Gldouble (W / H), 4.0 * Gldouble (W / H), -4.0, 4.0, -4.0, 4.0); end if; end HandleReshape; end Bezmesh_Procs;