OpenGL: 鼠标动态绘制三次Bezier曲线

三次Bezier曲线有四个控制节点。利用OpenGL的一维求值器原理。

 

程序介绍:

第一次鼠标左键down点为0控制节点, 按住左键移动动态移动确定1控制节点,

第二次鼠标左键down点3控制节点,按住左键移动,确定2控制节点。

程序运行的效果图:

 

 代码只是实现了绘制一段Bezier如下:

#include <Windows.h>
#include <GL/glut.h>

#pragma comment(lib,"glut32.lib")
#pragma comment(lib,"glu32.lib")
#pragma comment(lib,"opengl32.lib")

#include <iostream>
#include <vector>
using namespace std;

#define KEY_POINT_NUM 6
#define CONTROL_POINT_NUM 4
#define WinWidth	1024
#define WinHeight	768

#define DrawOneLine(x1, y1, z1, x2, y2, z2) glBegin(GL_LINES);	\
glVertex3d( (x1), (y1), (z1) ); glVertex3d( (x2), (y2), (z2) ); glEnd(); 

enum DRAW_FLAG
{
	FIRST_LINE = 0,
	SECOND_LINE = 1,
	END = 2
};
int		g_iFlag = FIRST_LINE;
int		g_Viewport[4];
bool	g_bIsDown = false;
double	g_ModelMatrix[16];
double	g_ProjMatrix[16];
double  g_Vertex[KEY_POINT_NUM][3];				//6个关键点,其中四个为控制结点。
double	g_ControlVertex[CONTROL_POINT_NUM + 3][3];

//
void init(void)
{
	glClearColor(0.0, 0.0, 0.0, 0.0);
	glShadeModel(GL_SMOOTH);
}
void display(void)
{
	glClear(GL_COLOR_BUFFER_BIT);

	glPointSize(5.0);
	glColor3f(1.0, 1.0, 0.0);

	glEnable(GL_LINE_STIPPLE);
	{
		glLineStipple(1, 0x0101);
		if (FIRST_LINE == g_iFlag)
		{
			DrawOneLine(g_Vertex[0][0], g_Vertex[0][1], g_Vertex[0][2], g_Vertex[1][0], g_Vertex[1][1], g_Vertex[1][2]);
			DrawOneLine(g_Vertex[0][0], g_Vertex[0][1], g_Vertex[0][2], g_Vertex[2][0], g_Vertex[2][1], g_Vertex[2][2]);

			glBegin(GL_POINTS);
			{
				glVertex3dv(g_Vertex[0]);
				glVertex3dv(g_Vertex[1]);
				glVertex3dv(g_Vertex[2]);
			} 
			glEnd();
		}
		else if (SECOND_LINE == g_iFlag)
		{
			DrawOneLine(g_Vertex[3][0], g_Vertex[3][1], g_Vertex[3][2], g_Vertex[4][0], g_Vertex[4][1], g_Vertex[4][2]);
			DrawOneLine(g_Vertex[3][0], g_Vertex[3][1], g_Vertex[3][2], g_Vertex[5][0], g_Vertex[5][1], g_Vertex[5][2]);

			glBegin(GL_POINTS);
			{
				glVertex3dv(g_Vertex[0]);
				glVertex3dv(g_Vertex[3]);
				glVertex3dv(g_Vertex[4]);
				glVertex3dv(g_Vertex[5]);
			}
			glEnd();
		}
	}
	glDisable(GL_LINE_STIPPLE);

	//提取控制节点,绘制bezier曲线。
	//
	glBegin(GL_POINTS);
	{
		for (int i = 0; i < CONTROL_POINT_NUM; i++) 
		{
			glVertex3dv(&g_ControlVertex[i][0]);
		}
	}
	glEnd();

	glColor3f(1.0f, 1.0f, 1.0f);
	glMap1d(GL_MAP1_VERTEX_3, 0.0, 1.0, 3, CONTROL_POINT_NUM, &g_ControlVertex[0][0]);
	glEnable(GL_MAP1_VERTEX_3);
	glBegin(GL_LINE_STRIP);
	{
		for (int i = 0; i <= 30; i++) 
		{
			glEvalCoord1f((GLfloat) i / 30.0f);
		}
	}
	glEnd();
	//

	glutSwapBuffers();
}
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();
}
void keyboard(unsigned char key, int x, int y)
{
	switch (key) 
	{
	  case 27:
		  exit(0);
		  break;
	}
}
void mouse(int button, int state, int x, int y)
{
	//获取矩阵信息
	glGetIntegerv(GL_VIEWPORT, g_Viewport);
	glGetDoublev(GL_MODELVIEW_MATRIX, g_ModelMatrix);
	glGetDoublev(GL_PROJECTION_MATRIX, g_ProjMatrix);

	if (button == GLUT_LEFT && state == GLUT_DOWN)
	{
		g_bIsDown = true;

		double _3dPoint[3];
		y = g_Viewport[3] - y;

		if (FIRST_LINE == g_iFlag)
		{
			gluUnProject(x, y, 0, g_ModelMatrix, g_ProjMatrix, g_Viewport, &_3dPoint[0], &_3dPoint[1], &_3dPoint[2]);

			// 全部初始化
			for (int i = 0; i < 3; i++)
			{
				g_ControlVertex[0][i] = g_Vertex[0][i] = _3dPoint[i];
			}
		}
		else if (SECOND_LINE == g_iFlag)
		{
			gluUnProject(x, y, 0, g_ModelMatrix, g_ProjMatrix, g_Viewport, &_3dPoint[0], &_3dPoint[1], &_3dPoint[2]);

			// 主要是保存v(3)
			for (int i = 0; i < 3; i++)
			{
				g_ControlVertex[3][i] = g_Vertex[3][i] = _3dPoint[i];
			}
		}
	}

	if (button == GLUT_LEFT && state == GLUT_UP)
	{
		g_bIsDown = false;

		g_iFlag = (g_iFlag + 1) % 3;

		glutSetCursor( GLUT_CURSOR_RIGHT_ARROW );
	}
}
//
// 计算控制节点
void motion(int x, int y)
{
	if (!g_bIsDown)
	{
		return;
	}
	glutSetCursor(GLUT_CURSOR_CROSSHAIR);
	y = g_Viewport[3] - y;

	if ( FIRST_LINE == g_iFlag )
	{
		gluUnProject(x, y, 0, g_ModelMatrix, g_ProjMatrix, g_Viewport, &g_Vertex[1][0], &g_Vertex[1][1], &g_Vertex[1][2]);

		for (int i=0; i<3; i++)
		{
			// 记录控制结点
			g_ControlVertex[1][i] = g_Vertex[1][i];

			// V0为V1和V2的中点
			g_Vertex[2][i] = 2 * g_Vertex[0][i] - g_Vertex[1][i];
		}
	}
	else if ( SECOND_LINE == g_iFlag )
	{
		gluUnProject(x, y, 0, g_ModelMatrix, g_ProjMatrix, g_Viewport, &g_Vertex[5][0], &g_Vertex[5][1], &g_Vertex[5][2]);

		for (int i=0; i<3; i++)
		{
			// V3为V4和V5的中点
			g_Vertex[4][i] = 2 * g_Vertex[3][i] - g_Vertex[5][i];

			// 记录控制结点
			g_ControlVertex[2][i] = g_Vertex[4][i];
		}
	}

	glutPostRedisplay();
}
int main(int argc, char** argv)
{
	glutInit(&argc, argv);
	glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB);
	glutInitWindowSize (WinWidth, WinHeight);
	glutInitWindowPosition (100, 100);
	glutCreateWindow (argv[0]);

	init ();
	glutDisplayFunc(display);
	glutReshapeFunc(reshape);
	glutKeyboardFunc (keyboard);
	glutMouseFunc(mouse);
	glutMotionFunc(motion);

	glutMainLoop();

	return 0;
}

有时间将进一步实现多段拼接。 
http://blog.csdn.net/ryfdizuo/article/details/4575913

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