#include
#include
GLfloat ctrlpoints[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 display(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();
}
glPopMatrix ();
glFlush();
}
void init(void) {
glClearColor (0.0, 0.0, 0.0, 0.0);
glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, &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);
glMatrixMode(GL_PROJECTION); glLoadIdentity();
glOrtho(-6.0, 6.0, -4.0, 4.0, -4.0, 4.0);
glMatrixMode(GL_MODELVIEW); glLoadIdentity();
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize (750, 500); glutInitWindowPosition (100, 100);
glutCreateWindow ("bezier-surface"); init ();
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
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