/* Copyright (c) Mark J. Kilgard, 1995. */ /* This program is freely distributable without licensing fees and is provided without guarantee or warrantee expressed or implied. This program is -not- in the public domain. */ /* molehill uses the GLU NURBS routines to draw some nice surfaces. */ #include GLfloat mat_red_diffuse[] = { 0.7, 0.0, 0.1, 1.0 }; GLfloat mat_green_diffuse[] = { 0.0, 0.7, 0.1, 1.0 }; GLfloat mat_blue_diffuse[] = { 0.0, 0.1, 0.7, 1.0 }; GLfloat mat_yellow_diffuse[] = { 0.7, 0.8, 0.1, 1.0 }; GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat mat_shininess[] = { 100.0 }; GLfloat knots[8] = { 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0 }; GLfloat pts1[4][4][3], pts2[4][4][3]; GLfloat pts3[4][4][3], pts4[4][4][3]; GLUnurbsObj *nurb; int u, v; static void display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glCallList(1); glFlush(); } int main(int argc, char **argv) { glutInit(&argc, argv); glutCreateWindow("molehill"); glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_DEPTH_TEST); glEnable(GL_AUTO_NORMAL); glEnable(GL_NORMALIZE); nurb = gluNewNurbsRenderer(); gluNurbsProperty(nurb, GLU_SAMPLING_TOLERANCE, 25.0); gluNurbsProperty(nurb, GLU_DISPLAY_MODE, GLU_FILL); /* Build control points for NURBS mole hills. */ for(u=0; u<4; u++) { for(v=0; v<4; v++) { /* Red. */ pts1[u][v][0] = 2.0*((GLfloat)u); pts1[u][v][1] = 2.0*((GLfloat)v); if((u==1 || u == 2) && (v == 1 || v == 2)) /* Stretch up middle. */ pts1[u][v][2] = 6.0; else pts1[u][v][2] = 0.0; /* Green. */ pts2[u][v][0] = 2.0*((GLfloat)u - 3.0); pts2[u][v][1] = 2.0*((GLfloat)v - 3.0); if((u==1 || u == 2) && (v == 1 || v == 2)) if(u == 1 && v == 1) /* Pull hard on single middle square. */ pts2[u][v][2] = 15.0; else /* Push down on other middle squares. */ pts2[u][v][2] = -2.0; else pts2[u][v][2] = 0.0; /* Blue. */ pts3[u][v][0] = 2.0*((GLfloat)u - 3.0); pts3[u][v][1] = 2.0*((GLfloat)v); if((u==1 || u == 2) && (v == 1 || v == 2)) if(u == 1 && v == 2) /* Pull up on single middple square. */ pts3[u][v][2] = 11.0; else /* Pull up slightly on other middle squares. */ pts3[u][v][2] = 2.0; else pts3[u][v][2] = 0.0; /* Yellow. */ pts4[u][v][0] = 2.0*((GLfloat)u); pts4[u][v][1] = 2.0*((GLfloat)v - 3.0); if((u==1 || u == 2 || u == 3) && (v == 1 || v == 2)) if(v == 1) /* Push down front middle and right squares. */ pts4[u][v][2] = -2.0; else /* Pull up back middle and right squares. */ pts4[u][v][2] = 5.0; else pts4[u][v][2] = 0.0; } } /* Stretch up red's far right corner. */ pts1[3][3][2] = 6; /* Pull down green's near left corner a little. */ pts2[0][0][2] = -2; /* Turn up meeting of four corners. */ pts1[0][0][2] = 1; pts2[3][3][2] = 1; pts3[3][0][2] = 1; pts4[0][3][2] = 1; glMatrixMode(GL_PROJECTION); gluPerspective(55.0, 1.0, 2.0, 24.0); glMatrixMode(GL_MODELVIEW); glTranslatef(0.0, 0.0, -15.0); glRotatef(330.0, 1.0, 0.0, 0.0); glNewList(1, GL_COMPILE); /* Render red hill. */ glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_red_diffuse); gluBeginSurface(nurb); gluNurbsSurface(nurb, 8, knots, 8, knots, 4 * 3, 3, &pts1[0][0][0], 4, 4, GL_MAP2_VERTEX_3); gluEndSurface(nurb); /* Render green hill. */ glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_green_diffuse); gluBeginSurface(nurb); gluNurbsSurface(nurb, 8, knots, 8, knots, 4 * 3, 3, &pts2[0][0][0], 4, 4, GL_MAP2_VERTEX_3); gluEndSurface(nurb); /* Render blue hill. */ glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_blue_diffuse); gluBeginSurface(nurb); gluNurbsSurface(nurb, 8, knots, 8, knots, 4 * 3, 3, &pts3[0][0][0], 4, 4, GL_MAP2_VERTEX_3); gluEndSurface(nurb); /* Render yellow hill. */ glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_yellow_diffuse); gluBeginSurface(nurb); gluNurbsSurface(nurb, 8, knots, 8, knots, 4 * 3, 3, &pts4[0][0][0], 4, 4, GL_MAP2_VERTEX_3); gluEndSurface(nurb); glEndList(); glutDisplayFunc(display); glutMainLoop(); return 0; /* ANSI C requires main to return int. */ }