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1、上一节讲了一般的曲线与曲面的绘制,本节讲NURBS曲线和曲面的绘制。 例11:此例绘制两个相同形状的NURBS曲面,不同之处是一个为线框式,一个是由实多边形组成。运行后可以看到其中的区别,如图十三所示。#include#includeGLUnurbsObj*theNurb1;GLUnurbsObj*theNurb2;GLfloatctrlpoints[5][5][3]={{{-3,0.5,0},{-1,1.5,0},{-2,2,0},{1,-1,0},{-5,0,0}},{{-3,0.5,-
2、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GLfloatmat_diffuse[]={1.0,0.5,0.1,1.0};GLfloatmat_s
3、pecular[]={1.0,1.0,1.0,1.0};GLfloatmat_shininess[]={100.0};GLfloatlight_position[]={0.0,-10.0,0.0,1.0};voidmyInit(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);
4、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); glEn
5、able(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=g
6、luNewNurbsRenderer();//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); gl
7、uNurbsProperty(theNurb2,GLU_DISPLAY_MODE,GLU_FILL);}intspin=0;/*接收键盘指令*/staticvoidmyKey(unsignedcharkey,intx,inty){ switch(key) { case'd': spin=spin+1; glRotatef(spin,1.0,1.0,0.0); glutPostRedisplay(); break; case27: exit(0); default: break; }}/*绘制曲面*/void
8、myDisplay(void){ GLfloatknots[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_BI