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--
-- (c) Copyright 1993,1994,1995,1996 Silicon Graphics, Inc.
-- ALL RIGHTS RESERVED
-- Permission to use, copy, modify, and distribute this software for
-- any purpose and without fee is hereby granted, provided that the above
-- copyright notice appear in all copies and that both the copyright notice
-- and this permission notice appear in supporting documentation, and that
-- the name of Silicon Graphics, Inc. not be used in advertising
-- or publicity pertaining to distribution of the software without specific,
-- written prior permission.
--
-- THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
-- AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
-- INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
-- FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
-- GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
-- SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
-- KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
-- LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
-- THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
-- ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
-- ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
-- POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
--
-- US Government Users Restricted Rights
-- Use, duplication, or disclosure by the Government is subject to
-- restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
-- (c)(1)(ii) of the Rights in Technical Data and Computer Software
-- clause at DFARS 252.227-7013 and/or in similar or successor
-- clauses in the FAR or the DOD or NASA FAR Supplement.
-- Unpublished-- rights reserved under the copyright laws of the
-- United States. Contractor/manufacturer is Silicon Graphics,
-- Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
--
-- OpenGL(TM) is a trademark of Silicon Graphics, Inc.
--
with GL; use GL;
with Text_IO; use Text_IO;
package body Bezmesh_Procs is
Bezier_Control_Points : array (1 .. 4, 1 .. 4, 1 .. 3) of aliased GLfloat :=
(((-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)));
procedure Initialize is
ambient : array (0 .. 3) of aliased GLfloat :=
(0.2, 0.2, 0.2, 1.0);
diffuse : array (0 .. 3) of aliased GLfloat :=
(0.0, 0.0, 2.0, 1.0);
position : array (0 .. 3) of aliased GLfloat :=
(0.6, 0.6, 0.6, 1.0);
mat_diffuse : array (0 .. 3) of aliased GLfloat :=
(0.6, 0.6, 0.6, 1.0);
mat_specular : array (0 .. 3) of aliased GLfloat :=
(1.0, 1.0, 1.0, 1.0);
mat_shininess : aliased GLfloat := 50.0;
begin
glClearColor (0.0, 0.0, 0.0, 1.0);
glEnable (GL_DEPTH_TEST);
glMap2f (GL_MAP2_VERTEX_3, 0.0, 1.0, 3, 4, 0.0, 1.0, 12, 4,
Bezier_Control_Points(1,1,1)'ACCESS);
glEnable (GL_MAP2_VERTEX_3);
glEnable (GL_AUTO_NORMAL);
glEnable (GL_NORMALIZE);
glMapGrid2f(20, 0.0, 1.0, 20, 0.0, 1.0);
glEnable (GL_LIGHTING);
glEnable (GL_LIGHT0);
glLightfv (GL_LIGHT0, GL_AMBIENT, ambient (0)'access);
glLightfv (GL_LIGHT0, GL_POSITION, position (0)'access);
glMaterialfv (GL_FRONT, GL_DIFFUSE, mat_diffuse (0)'access);
glMaterialfv (GL_FRONT, GL_SPECULAR, mat_specular (0)'access);
glMaterialfv (GL_FRONT, GL_SHININESS, mat_shininess'access);
end Initialize;
procedure Display is
begin
glClear (GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
glPushMatrix;
-- Glloadidentity;
Glrotatef (85.0, 1.0, 1.0, 1.0);
glEvalMesh2 (GL_FILL, 0, 20, 0, 20);
glPopMatrix;
glFlush;
end Display;
procedure HandleReshape (w : Integer; h : Integer) is
begin
glViewport (0, 0, GLsizei(w), GLsizei(h));
GlMatrixMode (GL_PROJECTION);
GlLoadIdentity;
if (W < H) then
Glortho (-4.0, 4.0, -4.0 * Gldouble (H / W), 4.0 * Gldouble (H / W),
-4.0, 4.0);
else
Glortho (-4.0 * Gldouble (W / H), 4.0 * Gldouble (W / H),
-4.0, 4.0, -4.0, 4.0);
end if;
end HandleReshape;
end Bezmesh_Procs;
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