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#include <cstdlib> | |
#include <ctime> | |
#include <GLUT/glut.h> | |
const int num_wide = 5; | |
const int num_tall = 4; | |
const int num_dims = 3; // xyz | |
GLfloat ctrlpoints[num_wide][num_tall][num_dims]; | |
void init_lights(void) | |
{ | |
GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0}; | |
GLfloat position[] = {0.0, 0.0, 2.0, 1.0}; | |
GLfloat mat_diffuse[] = {1.0, 1.0, 1.0, 1.0}; | |
GLfloat mat_specular[] = {0.0, 0.0, 0.0, 1.0}; | |
GLfloat mat_shininess[] = {50.0}; | |
glEnable(GL_LIGHTING); | |
glEnable(GL_LIGHT0); | |
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient); | |
glLightfv(GL_LIGHT0, GL_POSITION, position); | |
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); | |
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); | |
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); | |
} | |
void init(void) | |
{ | |
srand(time(0)); | |
init_lights(); | |
for(size_t i = 0; i < num_wide; i++) | |
{ | |
for(size_t j = 0; j < num_tall; j++) | |
{ | |
ctrlpoints[i][j][0] = i; | |
ctrlpoints[i][j][1] = j; | |
// This should be set to something proportional to intensity. | |
ctrlpoints[i][j][2] = float(rand()) / float(RAND_MAX) * 2.0; | |
} | |
} | |
glClearColor (0.0, 0.0, 0.0, 0.0); | |
glMap2f(GL_MAP2_VERTEX_3, | |
0, 1, num_dims, num_tall, | |
0, 1, num_dims*num_tall, num_wide, | |
&ctrlpoints[0][0][0]); | |
glEnable(GL_MAP2_VERTEX_3); | |
glMapGrid2f(20, 0.0, 1.0, 20, 0.0, 1.0); | |
glEnable(GL_DEPTH_TEST); | |
glShadeModel(GL_FLAT); | |
} | |
void display(void) | |
{ | |
int i, j; | |
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |
glColor3f(1.0, 1.0, 1.0); | |
glPushMatrix (); | |
glRotatef(30.0, 1.0, 1.0, 1.0); | |
glEvalMesh2(GL_FILL, 0, 20, 0, 20); | |
glDisable(GL_LIGHTING); | |
glColor3f(1.0, 0.5, 0.0); | |
for (j = 0; j <= 8; j++) | |
{ | |
glBegin(GL_LINE_STRIP); | |
for (i = 0; i <= 30; i++) | |
glEvalCoord2f((GLfloat)i/30.0, (GLfloat)j/8.0); | |
glEnd(); | |
glBegin(GL_LINE_STRIP); | |
for (i = 0; i <= 30; i++) | |
glEvalCoord2f((GLfloat)j/8.0, (GLfloat)i/30.0); | |
glEnd(); | |
} | |
glEnable(GL_LIGHTING); | |
glPopMatrix (); | |
glFlush(); | |
} | |
void reshape(int w, int h) | |
{ | |
glViewport(0, 0, (GLsizei) w, (GLsizei) h); | |
glMatrixMode(GL_PROJECTION); | |
glLoadIdentity(); | |
if (w <= h) | |
glOrtho(-5.0, 5.0, -5.0*(GLfloat)h/(GLfloat)w, | |
5.0*(GLfloat)h/(GLfloat)w, -5.0, 5.0); | |
else | |
glOrtho(-5.0*(GLfloat)w/(GLfloat)h, | |
5.0*(GLfloat)w/(GLfloat)h, -5.0, 5.0, -5.0, 5.0); | |
glMatrixMode(GL_MODELVIEW); | |
glLoadIdentity(); | |
} | |
int main(int argc, char** argv) | |
{ | |
glutInit(&argc, argv); | |
glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB); | |
glutInitWindowSize (500, 500); | |
glutInitWindowPosition (100, 100); | |
glutCreateWindow (argv[0]); | |
init (); | |
glutDisplayFunc(display); | |
glutReshapeFunc(reshape); | |
glutMainLoop(); | |
return 0; | |
} |
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