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148
progs/redbook/bezmesh.c
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148
progs/redbook/bezmesh.c
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/* Copyright (c) Mark J. Kilgard, 1994. */
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/**
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* (c) Copyright 1993, Silicon Graphics, Inc.
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* ALL RIGHTS RESERVED
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* Permission to use, copy, modify, and distribute this software for
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* any purpose and without fee is hereby granted, provided that the above
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* copyright notice appear in all copies and that both the copyright notice
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* and this permission notice appear in supporting documentation, and that
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* the name of Silicon Graphics, Inc. not be used in advertising
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* or publicity pertaining to distribution of the software without specific,
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* written prior permission.
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*
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* THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
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* AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
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* INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
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* FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
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* GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
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* SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
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* KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
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* LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
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* THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
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* ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
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* ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
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* POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
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*
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* US Government Users Restricted Rights
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* Use, duplication, or disclosure by the Government is subject to
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* restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
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* (c)(1)(ii) of the Rights in Technical Data and Computer Software
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* clause at DFARS 252.227-7013 and/or in similar or successor
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* clauses in the FAR or the DOD or NASA FAR Supplement.
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* Unpublished-- rights reserved under the copyright laws of the
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* United States. Contractor/manufacturer is Silicon Graphics,
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* Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
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*
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* OpenGL(TM) is a trademark of Silicon Graphics, Inc.
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*/
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/* bezsurf.c
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* This program renders a lighted, filled Bezier surface,
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* using two-dimensional evaluators.
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*/
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#include <stdlib.h>
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#include <GL/glut.h>
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GLfloat ctrlpoints[4][4][3] =
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{
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{
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{-1.5, -1.5, 4.0},
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{-0.5, -1.5, 2.0},
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{0.5, -1.5, -1.0},
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{1.5, -1.5, 2.0}},
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{
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{-1.5, -0.5, 1.0},
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{-0.5, -0.5, 3.0},
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{0.5, -0.5, 0.0},
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{1.5, -0.5, -1.0}},
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{
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{-1.5, 0.5, 4.0},
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{-0.5, 0.5, 0.0},
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{0.5, 0.5, 3.0},
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{1.5, 0.5, 4.0}},
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{
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{-1.5, 1.5, -2.0},
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{-0.5, 1.5, -2.0},
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{0.5, 1.5, 0.0},
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{1.5, 1.5, -1.0}}
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};
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void
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initlights(void)
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{
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GLfloat ambient[] =
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{0.2, 0.2, 0.2, 1.0};
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GLfloat position[] =
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{0.0, 0.0, 2.0, 1.0};
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GLfloat mat_diffuse[] =
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{0.6, 0.6, 0.6, 1.0};
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GLfloat mat_specular[] =
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{1.0, 1.0, 1.0, 1.0};
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GLfloat mat_shininess[] =
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{50.0};
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
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glLightfv(GL_LIGHT0, GL_POSITION, position);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
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glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
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glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
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}
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void
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display(void)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glPushMatrix();
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glRotatef(85.0, 1.0, 1.0, 1.0);
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glEvalMesh2(GL_FILL, 0, 20, 0, 20);
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glPopMatrix();
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glFlush();
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}
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void
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myinit(void)
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{
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glEnable(GL_DEPTH_TEST);
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glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4,
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0, 1, 12, 4, &ctrlpoints[0][0][0]);
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glEnable(GL_MAP2_VERTEX_3);
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glEnable(GL_AUTO_NORMAL);
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glEnable(GL_NORMALIZE);
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glMapGrid2f(20, 0.0, 1.0, 20, 0.0, 1.0);
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initlights(); /* for lighted version only */
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}
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void
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myReshape(int w, int h)
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{
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glViewport(0, 0, w, h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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if (w <= h)
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glOrtho(-4.0, 4.0, -4.0 * (GLfloat) h / (GLfloat) w,
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4.0 * (GLfloat) h / (GLfloat) w, -4.0, 4.0);
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else
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glOrtho(-4.0 * (GLfloat) w / (GLfloat) h,
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4.0 * (GLfloat) w / (GLfloat) h, -4.0, 4.0, -4.0, 4.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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int
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main(int argc, char **argv)
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{
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glutInit(&argc, argv);
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glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
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glutCreateWindow(argv[0]);
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myinit();
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glutReshapeFunc(myReshape);
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glutDisplayFunc(display);
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glutMainLoop();
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return 0; /* ANSI C requires main to return int. */
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}
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