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