OpenGL: 实现的多段Bezier曲线拼接

运行程序的交互方式有点类似corelDraw中的自由曲线绘制,或者photoShop中的钢笔自由路径绘制。

截图:

 

将BezierCurve封装成了一个类,代码如下:

#ifndef _BEZIERCURVE_H
#define _BEZIERCURVE_H

#include "vec3.hpp"
#include <vector>
#include <iostream>
#include <gl/glut.h>

using namespace std;
 3次bezier曲线: 四个控制节点。曲线经过首末两个顶点。

class BezierCurve
{
public:
	//cell一共有四个控制顶点
	//	-cell经过V0和V3顶点,
	//	-cell的始端相切于直线:(V0, V1) 和末端相切于(V2,V3)
	class BezierCell
	{
	public:
		BezierCell(int i0, int i1, int i2, int i3)
		{
			setValue(i0, i1, i2, i3);
		}

		void setValue(int i0, int i1, int i2, int i3)
		{
			ctrlVertxIndex[0] = i0;
			ctrlVertxIndex[1] = i1;
			ctrlVertxIndex[2] = i2;
			ctrlVertxIndex[3] = i3;
		}
		const int operator[](int index) const
		{
			if (index > 3 || index < 0)
				return -1;

			return ctrlVertxIndex[index];
		}
		int ctrlVertxIndex[4];
	};

	enum eventType
	{
		LButtonDown = 0,
		MouseMove = 1,
		LButtonUp = 2
	};
	
	enum { Bezier3CtrlPnt = 4 };

	BezierCurve() { clear(); }
	~BezierCurve(){}

	void begin()
	{
		// 开启求值器
		glEnable(GL_MAP1_VERTEX_3);
		clear();
	}
	
	void mouseSynchro(eventType type, const Vec3d& v)	//响应鼠标motion
	{
		//
		//LButtonDown: 压入点
		if (type == LButtonDown)
		{
			if (isFirstRender)					//for the first cell
			{
				vertexVector.push_back(v);		//push V0...
				vertexVector.push_back(v);		//push V1...
			}
			else if ( cellRenderState() == cellRenderImple::Push )	//for any cell 
			{
				vertexVector.push_back(v);		//push V2...
				vertexVector.push_back(v);		//push V3...	

				cellRenderState.setChange();	//set the flag to change V3
				cellNum++;						//increase the cell counter
			}
		}
		//
		//MouseMove: 动态更新相应的顶点数据
		else if (type == MouseMove)		
		{
			if (isFirstRender)					//for the first cell
			{	
				vertexVector.back() = v;		//change the V1 immediately
			}
			else if ( cellRenderState() == cellRenderImple::Change )//for any cell
			{
				int vecSize = vertexVector.size();	
				vertexVector[vecSize-2] = v;	//change the V2 immediately
			}
		}

		//
		//LButtonUp: 为拼接做准备
		else if (type == LButtonUp)	
		{	
			if (isFirstRender)
			{
				//只有第一个BezierCell可以编辑bezierCell的起始段:(V0,V1)
				isFirstRender = false;
			}
			else if ( cellRenderState() == cellRenderImple::Change)
			{
				//if finish the current cell's render
				//利用v1和中点v0计算出v2:(v1 + v2) / 2 = v0
				//next cell begin: push the next cell's V1... 
				int vecSize = vertexVector.size();
				Vec3d v0 = vertexVector[vecSize-1];
				Vec3d v1 = vertexVector[vecSize-2];
				Vec3d v2 = 2 * v0 - v1;
				vertexVector.push_back(v2);

				//重置cellRenderFlag
				cellRenderState.setPush();
			}
		}
		//
		//更新数组的长度
		_updateVertexNum();
	}

	void end()
	{
		glDisable(GL_MAP1_VERTEX_3);
	}

	void renderCurve()
	{
		//
		//rendering vertex...
		for (int i=0; i<vertexVector.size(); i++)
		{
			Vec3d v = vertexVector[i];
			glBegin(GL_POINTS); 
			glVertex3dv(v.getValue());
			glEnd();
		}

		//
		//rendering moving tangent(切线)
		//(vertexNum-1, vertexNum-2)
		if ( vertexNum>=2 )
		{
			glEnable(GL_LINE_STIPPLE);
			{
				glLineStipple(1, 0x0101);
				glBegin(GL_LINES);
				{
					Vec3d v1 = vertexVector[vertexNum-1];
					Vec3d v2 = vertexVector[vertexNum-2];
					glVertex3dv(v1.getValue());
					glVertex3dv(v2.getValue());
				} glEnd();
			}glDisable(GL_LINE_STIPPLE);
		}

		//
		//if ( !_check() )
		//	return;

		//rendering bezier cells...
		system("CLS");
		for (int i=0; i<cellNum; i++)
		{
			int pos = i * 3;
			if ( (pos+3) < vertexNum )
				renderBezierCell( BezierCell(pos, pos+1, pos+2, pos+3) );
		}
		//
	}

	// 3次bezier曲线经过vetex0和vextex3
	void renderBezierCell(const BezierCell& cell)
	{
		double *pBuffer = new double[Bezier3CtrlPnt * 3];

		cout << "----------------------------------------------------" << endl;

		cout << "Vertex number : " << vertexNum << endl;
		cout << "Cell number : " << cellNum << endl;
		cout << "The render cell: " << cell[0] << " " << cell[1] << " " << cell[2] << " " << cell[3] << endl;

		for (int i = 0, bg = 0; i<4; i++)
		{
			Vec3d v = vertexVector[ cell[i] ];
			pBuffer[bg++] = v.x();
			pBuffer[bg++] = v.y();
			pBuffer[bg++] = v.z();
			
			cout << v.x() << " " << v.y() << " " << v.z() << endl;
		}cout << "----------------------------------------------------" << endl;

		glMap1d(GL_MAP1_VERTEX_3, 0.0, 1.0, 3, Bezier3CtrlPnt, pBuffer);
		glBegin(GL_LINE_STRIP);
		{
			for (int i = 0; i <= 30; i++) 
				glEvalCoord1f((GLfloat) i/30.0f);
		} glEnd();

		delete pBuffer; pBuffer = 0;
	}

	void clear()
	{
		cellNum = 0;
		vertexNum = 0;

		isFirstRender = true;

		vertexVector.clear();
	}
protected:
	bool _check() {	vertexNum =vertexVector.size();	
					return vertexNum == (cellNum - 1) * 3 + 4; }
	void _updateVertexNum() { vertexNum=vertexVector.size();}

	int	cellNum;						//单元个数
	int vertexNum;						//顶点个数

	bool isFirstRender;					//首次标志
	std::vector<Vec3d> vertexVector;	//顶点数组

	class cellRenderImple
	{
	public:
		enum RenderStep
		{
			Push = 0,
			Change = 1
		};
		cellRenderImple(){ setPush(); }
		bool operator()(void) { return flag;	}
		void setPush() { flag = Push; }
		void setChange() { flag = Change; }

		RenderStep flag;				//cell的渲染状态
	} cellRenderState;
};

测试程序如下:

#include <iostream>
#include <vector>
#include <GL/glut.h>

#include "BezierCurve.h"

using namespace std;

enum WindowSize{
	WinWidth = 1024,
	WinHeight = 768
};

int			g_Viewport[4];
double		g_ModelMatrix[16];
double		g_ProjMatrix[16];
BezierCurve myBezier;

//
void init();
void display();
void reshape(int w, int h);
void keyboard(unsigned char key, int x, int y);
void mouse(int button, int state, int x, int y);
void motion(int x, int y);

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;
}

void init(void)
{
	glClearColor(0.0, 0.0, 0.0, 0.0);
	glShadeModel(GL_SMOOTH);

	myBezier.begin();
}

void display(void)
{
	glClear(GL_COLOR_BUFFER_BIT);

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

	glPushMatrix();
	{
		myBezier.renderCurve();
	}glPopMatrix();

	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)
{
	double vertex[3];

	//获取矩阵信息
	glGetIntegerv(GL_VIEWPORT, g_Viewport);
	glGetDoublev(GL_MODELVIEW_MATRIX, g_ModelMatrix);
	glGetDoublev(GL_PROJECTION_MATRIX, g_ProjMatrix);

	y = g_Viewport[3] - y;
	gluUnProject( x, y, 0,
		g_ModelMatrix, g_ProjMatrix, g_Viewport,
		&vertex[0], &vertex[1], &vertex[2] );

	if (button==GLUT_LEFT && state==GLUT_DOWN)
	{
		myBezier.mouseSynchro( BezierCurve::LButtonDown, vertex );
		glutSetCursor( GLUT_CURSOR_RIGHT_ARROW );
	}
	else if (button == GLUT_LEFT && state == GLUT_UP)
	{
		myBezier.mouseSynchro( BezierCurve::LButtonUp, vertex );
	}

	glutPostRedisplay();
}

//
// 计算控制节点
void motion(int x, int y)
{
	double vertex[3];

	glutSetCursor( GLUT_CURSOR_CROSSHAIR );
	y = g_Viewport[3] - y;

	gluUnProject( x, y, 0,
		g_ModelMatrix, g_ProjMatrix, g_Viewport,
		&vertex[0], &vertex[1], &vertex[2] );

	myBezier.mouseSynchro( BezierCurve::MouseMove, vertex );
	glutPostRedisplay();
}

http://blog.csdn.net/ryfdizuo/article/details/4728785

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