📄 一个曲面.cpp
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#include<windows.h>
#include<GL/gl.h>
#include<GL/glu.h>
#include<GL/glaux.h>
#pragma comment(lib,"opengl32")
#pragma comment(lib,"glu32")
#pragma comment(lib,"glaux")
void Init(void);
void CALLBACK Resize(GLsizei w,GLsizei h);
void CALLBACK Paint(void);
GLfloat ControlPnts[4][4][3]={
{{-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}}
};
void Init(void)
{
glClearColor(0.0,0.0,0.0,1.0);
glMap2f(GL_MAP2_VERTEX_3,0,1,3,4,0,1,12,4,&ControlPnts[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 CALLBACK Paint(void)
{
int i,j;
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glColor3f(1.0,1.0,1.0);
glPushMatrix();
glRotatef(85.0,1.0,1.0,1.0);
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();
}
glEnd();
glFlush();
}
void CALLBACK Resize(GLsizei w,GLsizei h)
{
if(!h)return;
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if(w<=h)
glOrtho(-4.0,4.0,-4.0*(GLfloat)h/(GLfloat)w,
4.0*(GLfloat)h/(GLfloat)w,-4.0,4.0);
else
glOrtho(-4.0*(GLfloat)w/(GLfloat)h,
4.0*(GLfloat)w/(GLfloat)h,-4.0,4.0,-4.0,4.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
int main(int argc,char** argv)
{
auxInitDisplayMode(AUX_SINGLE|AUX_RGB|AUX_DEPTH16);
auxInitPosition(0,0,500,500);
auxInitWindow("Wireframe Bezier Surface");
Init();
auxReshapeFunc(Resize);
auxMainLoop(Paint);
return(0);
}
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