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** License Applicability. Except to the extent portions of this file are
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** made subject to an alternative license as permitted in the SGI Free
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** Software License B, Version 1.1 (the "License"), the contents of this
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** file are subject only to the provisions of the License. You may not use
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** this file except in compliance with the License. You may obtain a copy
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** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
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** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
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** http://oss.sgi.com/projects/FreeB
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** Note that, as provided in the License, the Software is distributed on an
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** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
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** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
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** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
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** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
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** Original Code. The Original Code is: OpenGL Sample Implementation,
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** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
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** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
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** Copyright in any portions created by third parties is as indicated
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** elsewhere herein. All Rights Reserved.
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** Additional Notice Provisions: The application programming interfaces
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** established by SGI in conjunction with the Original Code are The
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** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released
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** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version
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** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X
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** Window System(R) (Version 1.3), released October 19, 1998. This software
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** was created using the OpenGL(R) version 1.2.1 Sample Implementation
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** published by SGI, but has not been independently verified as being
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** compliant with the OpenGL(R) version 1.2.1 Specification.
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#include <GL/glu.h> /*for drawing bzier patch*/
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#include "bezierPatch.h"
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#include "bezierEval.h"
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*allocate an instance of bezierPatch. The control points are unknown. But
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*the space of this array is allocated with size of
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* uorder*vorder*dimension
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bezierPatch* bezierPatchMake(float umin, float vmin, float umax, float vmax, int uorder, int vorder, int dimension)
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bezierPatch* ret = (bezierPatch*) malloc(sizeof(bezierPatch));
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ret->dimension = dimension;
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ret->ctlpoints = (float*) malloc(sizeof(float) * dimension * uorder * vorder);
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assert(ret->ctlpoints);
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bezierPatch* bezierPatchMake2(float umin, float vmin, float umax, float vmax, int uorder, int vorder, int dimension, int ustride, int vstride, float* ctlpoints)
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bezierPatch* ret = (bezierPatch*) malloc(sizeof(bezierPatch));
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ret->dimension = dimension;
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ret->ctlpoints = (float*) malloc(sizeof(float) * dimension * uorder * vorder);
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assert(ret->ctlpoints);
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/*copy the control points there*/
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int the_ustride = vorder * dimension;
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int the_vstride = dimension;
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for(int i=0; i<uorder; i++)
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for(int j=0; j<vorder; j++)
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for(int k=0; k<dimension; k++)
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ret->ctlpoints[i * the_ustride + j*the_vstride+k] = ctlpoints[i*ustride+j*vstride+k];
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*deallocate the space as allocated by Make
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void bezierPatchDelete(bezierPatch *b)
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/*delete the whole linked list
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void bezierPatchDeleteList(bezierPatch *b)
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bezierPatchDelete(temp);
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bezierPatch* bezierPatchInsert(bezierPatch *list, bezierPatch *b)
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/*print the data stored in this patch*/
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void bezierPatchPrint(bezierPatch *b)
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printf("bezierPatch:\n");
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printf("umin,umax=(%f,%f), (vmin, vmax)=(%f,%f)\n", b->umin, b->umax, b->vmin, b->vmax);
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printf("uorder=%i, vorder=%i\n", b->uorder, b->vorder);
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printf("idmension = %i\n", b->dimension);
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/*print the whole list*/
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void bezierPatchPrintList(bezierPatch *list)
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for(temp=list; temp != NULL; temp = temp->next)
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bezierPatchPrint(temp);
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void bezierPatchEval(bezierPatch *b, float u, float v, float ret[])
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if( u >= b->umin && u<= b->umax
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&& v >= b->vmin && v<= b->vmax)
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bezierSurfEval(b->umin, b->umax, b->uorder, b->vmin, b->vmax, b->vorder, b->dimension, b->ctlpoints, b->dimension * b->vorder, b->dimension, u, v, ret);
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else if(b->next != NULL)
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bezierPatchEval(b->next, u,v, ret);
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bezierSurfEval(b->umin, b->umax, b->uorder, b->vmin, b->vmax, b->vorder, b->dimension, b->ctlpoints, b->dimension * b->vorder, b->dimension, u, v, ret);
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/*the returned normal is normlized
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void bezierPatchEvalNormal(bezierPatch *b, float u, float v, float ret[])
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bezierSurfEvalNormal(b->umin, b->umax, b->uorder, b->vmin, b->vmax, b->vorder, b->dimension, b->ctlpoints, b->dimension * b->vorder, b->dimension, u, v, ret);
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if( u >= b->umin && u<= b->umax
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&& v >= b->vmin && v<= b->vmax)
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bezierSurfEvalNormal(b->umin, b->umax, b->uorder, b->vmin, b->vmax, b->vorder, b->dimension, b->ctlpoints, b->dimension * b->vorder, b->dimension, u, v, ret);
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else if(b->next != NULL)
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bezierPatchEvalNormal(b->next, u,v, ret);
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bezierSurfEvalNormal(b->umin, b->umax, b->uorder, b->vmin, b->vmax, b->vorder, b->dimension, b->ctlpoints, b->dimension * b->vorder, b->dimension, u, v, ret);
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void bezierPatchDraw(bezierPatch *bpatch, int u_reso, int v_reso)
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if(bpatch->dimension == 3)
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glMap2f(GL_MAP2_VERTEX_3, bpatch->umin, bpatch->umax, 3*bpatch->vorder, bpatch->uorder, bpatch->vmin, bpatch->vmax,3, bpatch->vorder, (GLfloat*) bpatch->ctlpoints);
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glMap2f(GL_MAP2_VERTEX_4, bpatch->umin, bpatch->umax, 4*bpatch->vorder, bpatch->uorder, bpatch->vmin, bpatch->vmax,3, bpatch->vorder, (GLfloat*) bpatch->ctlpoints);
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glMapGrid2f(u_reso, bpatch->umin, bpatch->umax,
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v_reso, bpatch->vmin, bpatch->vmax);
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glEvalMesh2(GL_LINE, 0, u_reso, 0, v_reso);
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void bezierPatchListDraw(bezierPatch *list, int u_reso, int v_reso)
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glEnable(GL_LIGHTING);
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glEnable(GL_MAP2_VERTEX_3);
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glEnable(GL_AUTO_NORMAL);
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glEnable(GL_NORMALIZE);
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for(temp = list; temp != NULL; temp = temp->next)
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bezierPatchDraw(temp, u_reso, v_reso);