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hereson3
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OPENGL的NURBS曲面制作

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环境VC下控制台编程
 
Link:
glut32.lib glu32.lib opengl32.lib
 
事先要搞好glut32环境{网上查}
 
#include <Windows.h>
#include <GL/glut.h>
GLUnurbsObj *theNurb1;
GLUnurbsObj *theNurb2;
GLfloat ctrlpoints[5][5][3] = {{{-3,0.5,0},{-1,1.5,0},{-2,2,0},{1,-1,0},{-5,0,0}},
{{-3,0.5,-1},{-1,1.5,-1},{-2,2,-1},{1,-1,-1},{-5,0,-1}},
{{-3,0.5,-2},{-1,1.5,-2},{-2,2,-2},{1,-1,-2},{-5,0,-2}},
{{-3,0.5,-3},{-1,1.5,-3},{-2,2,-3},{1,-1,-3},{-5,0,-3}},
{{-3,0.5,-4},{-1,1.5,-4},{-2,2,-4},{1,-1,-4},{-5,0,-4}}};//控制点
GLfloat mat_diffuse[] = {1.0,0.5,0.1,1.0};
GLfloat mat_specular[] = {1.0,1.0,1.0,1.0};
GLfloat mat_shininess[] = {100.0};
GLfloat light_position[] = {0.0,-10.0,0.0,1.0};
void myInit(void)
{
 glClearColor(1.0,1.0,1.0,0.0);//设置背景色
 /*为光照模型指定材质参数*/
 glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
 glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
 glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess);
 glLightfv(GL_FRONT,GL_POSITION,light_position);//设置光源参数
 glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);//设置光照模型参数
 /*激活光照*/
 glEnable(GL_LIGHTING);
 glEnable(GL_LIGHT0);
 glDepthFunc(GL_LEQUAL);
 glEnable(GL_DEPTH_TEST);
 glEnable(GL_LEQUAL);
 glEnable(GL_AUTO_NORMAL);
 glEnable(GL_NORMALIZE);
 /*设置特殊效果*/
 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
 glHint(GL_LINE_SMOOTH_HINT,GL_DONT_CARE);
 glEnable(GL_BLEND);
 glFrontFace(GL_CW);
 glShadeModel(GL_SMOOTH);
 glEnable(GL_LINE_SMOOTH);
 theNurb1 = gluNewNurbsRenderer();//创建NURBS对象theNurb1
 gluNurbsProperty(theNurb1,GLU_SAMPLING_TOLERANCE,25.0);
 gluNurbsProperty(theNurb1,GLU_DISPLAY_MODE,GLU_OUTLINE_POLYGON);
 theNurb2 = gluNewNurbsRenderer();//创建NURBS对象theNurb2
 gluNurbsProperty(theNurb2,GLU_SAMPLING_TOLERANCE,25.0);
 gluNurbsProperty(theNurb2,GLU_DISPLAY_MODE,GLU_FILL);
}
int spin = 0;
/*接收键盘指令*/
static void myKey(unsigned char key,int x,int y)
{
 switch(key)
 {
  case'd':
   spin = spin + 1;
   glRotatef(spin,1.0,1.0,0.0);
   glutPostRedisplay();
   break;
  case 27:
   exit(0);
  default:
   break;
 }
}
/*绘制曲面*/
void myDisplay(void)
{
 GLfloat knots[10] = {0.0,0.0,0.0,0.0,0.0,1.0,1.0,1.0,1.0,1.0};
 glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
 glRotatef(50.0,1.0,1.0,0.0);
 /*第一个曲面*/
 glPushMatrix();
 glTranslatef(1.0,0.0,0.0);
 gluBeginSurface(theNurb1);
 /*定义曲面形状*/
 gluNurbsSurface(theNurb1,10,knots,10,knots,5*3,3,&ctrlpoints[0][0][0],5,5,GL_MAP2_VERTEX_3);
 gluEndSurface(theNurb1);
 glPopMatrix();
 /*第二个曲面*/
 glPushMatrix();
 glTranslatef(7.0,0.0,0.0);
 gluBeginSurface(theNurb2);
 /*定义曲面形状*/
 gluNurbsSurface(theNurb2,10,knots,10,knots,5*3,3,&ctrlpoints[0][0][0],5,5,GL_MAP2_VERTEX_3);
 gluEndSurface(theNurb2);
 glPopMatrix();
 glutSwapBuffers();
}
void myReshape(GLsizei w,GLsizei h)
{
 glViewport(0,0,w,h);
 glMatrixMode(GL_PROJECTION);
 glLoadIdentity();
 gluPerspective(50.0,(GLfloat)w/(GLfloat)h,1.0,15.0);
 glMatrixMode(GL_MODELVIEW);
 glLoadIdentity();
 glTranslatef(0.0,0.0,-9.0);
}
int main(int argc,char ** argv)
{
 /*初始化*/
 glutInit(&argc,argv);
 glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB|GLUT_DEPTH);
 glutInitWindowSize(600,400);
 glutInitWindowPosition(200,200);
 
 /*创建窗口*/
 glutCreateWindow("NURBS surface");
 /*绘制与显示*/
 myInit();
 glutKeyboardFunc(myKey);
 glutReshapeFunc(myReshape);
 glutDisplayFunc(myDisplay);
 /*进入GLUT事件处理循环*/
 glutMainLoop();
 return(0);
}
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