/*
 * (c) Copyright 1993, 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 * Unpublished-- rights reserved under the copyright laws of the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.
 */
/*
 *  surface.c
 *  This program draws a NURBS surface in the shape of a 
 *  symmetrical hill.
 */
#include <GL/gl.h>
#include <GL/glu.h>
#include <stdlib.h>
#include "glaux.h"

GLfloat ctlpoints[4][4][3];

GLUnurbsObj *theNurb;

/*
 *  Initializes the control points of the surface to a small hill.
 *  The control points range from -3 to +3 in x, y, and z
 */
void init_surface(void)
{
    int u, v;
    for (u = 0; u < 4; u++) {
	for (v = 0; v < 4; v++) {
	    ctlpoints[u][v][0] = 2.0*((GLfloat)u - 1.5);
	    ctlpoints[u][v][1] = 2.0*((GLfloat)v - 1.5);

	    if ( (u == 1 || u == 2) && (v == 1 || v == 2))
		ctlpoints[u][v][2] = 3.0;
	    else
		ctlpoints[u][v][2] = -3.0;
	}
    }				
}				
			
/*  Initialize material property and depth buffer.
 */
void myinit(void)
{
    GLfloat mat_diffuse[] = { 0.7, 0.7, 0.7, 1.0 };
    GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
    GLfloat mat_shininess[] = { 100.0 };

    glClearColor (0.0, 0.0, 0.0, 1.0);
    glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
    glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
    glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);

    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    glDepthFunc(GL_LESS);
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_AUTO_NORMAL);
    glEnable(GL_NORMALIZE);

    init_surface();

    theNurb = gluNewNurbsRenderer();
    gluNurbsProperty(theNurb, (GLenum)GLU_SAMPLING_TOLERANCE, 25.0);
    gluNurbsProperty(theNurb, (GLenum)GLU_DISPLAY_MODE, GLU_FILL);
}

void display(void)
{
    GLfloat knots[8] = {0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0};

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glPushMatrix();
    glRotatef(330.0, 1.,0.,0.);
    glScalef (0.5, 0.5, 0.5);

    gluBeginSurface(theNurb);
    gluNurbsSurface(theNurb, 
	    8, knots,
	    8, knots,
	    4 * 3,
	    3,
	    &ctlpoints[0][0][0], 
	    4, 4,
	    GL_MAP2_VERTEX_3);
    gluEndSurface(theNurb);
        
    glPopMatrix();
    glFlush();
}

void myReshape(int w, int h)
{
    glViewport(0, 0, w, h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective (45.0, (GLdouble)w/(GLdouble)h, 3.0, 8.0);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glTranslatef (0.0, 0.0, -5.0);
}

int gl_width=500;
int gl_height=500;

void render_image(void)
{
    myinit();
    myReshape(gl_width,gl_height);
    display();
}
