I’m learning OpenGL and I want to get a surface with a slight hump in the middle. I’m currently using this code and im not sure how to adjust the ctrl points to make it the way i want. Its currently like

and i would like to have it like this:

im not entirely sure what control points i should use and i’m confused on how it works.
#include <stdlib.h>
#include <GLUT/glut.h>
GLfloat ctrlpoints[4][4][3] = {
{{-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}}
};
void display(void)
{
int i, j;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1.0, 1.0, 1.0);
glPushMatrix ();
glRotatef(85.0, 1.0, 1.0, 1.0);
for (j = 0; j <= 8; j++) {
glBegin(GL_LINE_STRIP);
for (i = 0; i <= 30; i++)
glEvalCoord2f((GLfloat)i/30.0, (GLfloat)j/8.0);
glEnd();
glBegin(GL_LINE_STRIP);
for (i = 0; i <= 30; i++)
glEvalCoord2f((GLfloat)j/8.0, (GLfloat)i/30.0);
glEnd();
}
glPopMatrix ();
glFlush();
}
void init(void)
{
glClearColor (0.0, 0.0, 0.0, 0.0);
glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4,
0, 1, 12, 4, &ctrlpoints[0][0][0]);
glEnable(GL_MAP2_VERTEX_3);
glMapGrid2f(20, 0.0, 1.0, 20, 0.0, 1.0);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_FLAT);
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
glOrtho(-5.0, 5.0, -5.0*(GLfloat)h/(GLfloat)w,
5.0*(GLfloat)h/(GLfloat)w, -5.0, 5.0);
else
glOrtho(-5.0*(GLfloat)w/(GLfloat)h,
5.0*(GLfloat)w/(GLfloat)h, -5.0, 5.0, -5.0, 5.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize (500, 500);
glutInitWindowPosition (100, 100);
glutCreateWindow (argv[0]);
init ();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMainLoop();
return 0;
}
EDIT: I thought you were experimenting, but I see the code came from the OpenGL tutorial. I glanced through it and understand your point now. It’s difficult to learn the basics from there.
NURBS Background
The best way to get a grasp with NURBS is to play with it interactively. You’d then gain the intuition about the edge-defining points (on the edges), shape defining ones (every other), the tangent-relation between them and continuity. NURBS can be made of patches, stitched together at the edges, where continuity is highly controlled – namely you can ask for G3 for car’s main body or C1 for a cheap game model. It’s really difficult to get the concept from any description. It you want to get it this way, I’d highly recommend the trial of Rhino Nurbs Modeller. I used it years ago and now it seems abandoned, but still it is the software with one of the best NURBS support out there (Autodesk 3d Studio MAX and MAYA have worse). It might be a little time consuming though, for starters I’d recommend playing with something simpler; take the applet from the “Simple Bezier Curve Editor” page for a spin.
To understand NURBS it’s also good to consult Wikipedia Article about Bezier Curves. Once you get a grasp of relation between point position and the final curve shape you can easily generalize it to surfaces. I find this animation highly intuitive:
You can imagine the surface from your example as a set of four of those curves, with a cloth spanned on them. Using the applet I linked earlier, you can play with the position and get instant feedback on the resulting shape. Notice the
tparameter – it is a coordinate along the curve and has a range of [0, 1]. The NURBS surface have two of those coordinates, by convention calleduandv(that’s important for the drawing function).So, the
ctrlpointsstructure from the code holds all point coordinates. Simplifying for explanation, those are four cubic Bezier curves (the ones from the animation). For each curve you have four points within 3 dimensions. If you disregard the Y-axis, then all of them lie on a grid, with X and Z being: -1.5, -1.0, 1.0, 1.5. That explains a total of 32 values (4×4 for X plus 4×4 for Z).The rest is the height, Y-values. In your case it is the second value of every point in
ctrlpoints. To get your expected result, you can make all Y values equal on the edges (outer ones) and slightly raised in the middle (4 inner). You’ll get:Points used to render above image:
NURBS in OpenGL with GLUT – API walkthrough
I see OpenGL API is hiding quite relevant details. The NURBS surface is drawn using
Evaluatorand is defined with theMapfunction.You’re supposed to define control points in the
init(void)function, like so:Good explanation of the function can be found on the MSDN Site for glMap2f. We are passing control points, their type and the details such as array stride and order.
You can draw it using an
Evaluatorfunction. It takes two coordinates as arguments and gives back a point in 3d space. Those input coordinates are exactly theuandvI mentioned earlier, under the animation. In our example:I deliberately omitted the outer loop, which is described here:
Working example