#!/usr/bin/env perl
#
# Bezier Surface example
#
use SDL;
use SDL::App;
use SDL::Event;
use SDL::OpenGL;
my $app = new SDL::App -w => 800, -h => 600, -d => 16, -gl => 1;
my $knots = pack "f8", 0,0,0,0,1,1,1,1;
my $edgePts = pack "f10", 0,0,1,0,1,1,0,1,0,0;
my $curvePts = pack "f8", 0.25,0.5,0.25,0.75,0.75,0.75,0.75,0.5;
my $curveKnots = pack "f8", 0,0,0,0,1,1,1,1;
my $pwlPts = pack "f8", 0.75, 0.5, 0.5, 0.25, 0.25, 0.5, 0, 0;
sub init {
glViewport(0,0,800,600);
glMatrixMode(GL_PROJECTION());
glLoadIdentity();
glFrustum (-0.1,0.1,-0.075,0.075,0.3,100.0 );
glMatrixMode(GL_MODELVIEW());
glLoadIdentity();
glTranslate(0,0,-15);
glClearColor(0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_SMOOTH());
}
sub initlight {
glEnable(GL_LIGHTING());
glEnable(GL_LIGHT0());
glEnable(GL_DEPTH_TEST());
glEnable(GL_AUTO_NORMAL());
glEnable(GL_NORMALIZE());
glLight(GL_LIGHT0(),GL_AMBIENT(),0.3,0.3,0.3,1.0);
glLight(GL_LIGHT0(),GL_POSITION(), 1.0,0.0,2.0,1.0);
glMaterial(GL_FRONT(), GL_DIFFUSE(),0.6,0.6,0.6,1.0);
glMaterial(GL_FRONT(), GL_SPECULAR(), 1.0, 1.0, 1.0, 1.0);
glMaterial(GL_FRONT(), GL_SHININESS(), 40.0);
}
my ($a,$b) = (0,90);
my $ctrldata;
sub initpts {
my @points;
for my $u ( 0 .. 3 ) {
for my $v ( 0 .. 3 ) {
push @points, 2.0 * ($u - 1.5);
push @points, 2.0 * ($v - 1.5);
if (( $u == 1 || $u == 2 ) && ( $v == 1 || $v == 2 )) {
push @points, 3.0;
} else {
push @points, -3.0;
}
}
}
$ctrldata = pack "f48", @points;
}
sub display {
glClear(GL_COLOR_BUFFER_BIT() | GL_DEPTH_BUFFER_BIT());
glPushMatrix();
glRotate($a%360,0,1,0);
glRotate($b%360,-1,0,0);
glScale(0.5,0.5,0.5);
$nurb = gluNewNurbsRenderer();
gluNurbsProperty($nurb,GLU_CULLING,GL_TRUE);
gluBeginSurface($nurb);
gluNurbsSurface($nurb, 8, $knots, 8, $knots,
4*3, 3, $ctrldata,
4, 4, GL_MAP2_VERTEX_3);
if ($toggle) {
gluBeginTrim($nurb);
gluPwlCurve($nurb,5,$edgePts,2,GLU_MAP1_TRIM_2);
gluEndTrim($nurb);
gluBeginTrim($nurb);
gluNurbsCurve($nurb,8,$curveKnots, 2, $curvePts, 4, GLU_MAP1_TRIM_2);
gluPwlCurve($nurb,3,$pwlPts,2,GLU_MAP1_TRIM_2);
gluEndTrim($nurb);
}
gluEndSurface($nurb);
glPopMatrix();
$app->sync();
}
init();
initlight();
initpts();
display();
print STDERR <<USAGE;
Press:
q Quit
t Toggle Curve & Trim
f Toggle Fullscreen
Up/Down/Left/Right Rotate
USAGE
my $event = new SDL::Event;
$app->loop ({
SDL_QUIT() => sub { exit(); },
SDL_KEYDOWN() => sub {
my ($event) = @_;
if ( $event->key_sym() == SDLK_f ) {
$app->fullscreen();
display();
} elsif ( $event->key_sym() == SDLK_t ) {
$toggle = $toggle ? 0 : 1;
display();
} elsif ( $event->key_sym() == SDLK_q ) {
exit();
} else {
if ($event->key_sym() == SDLK_LEFT()) {
$a -= 10;
} elsif ($event->key_sym() == SDLK_RIGHT()) {
$a += 10;
} elsif ($event->key_sym() == SDLK_UP()) {
$b += 10;
} elsif ($event->key_sym() == SDLK_DOWN()) {
$b -= 10;
}
display();
}
},
});