使用OpenGL画三次Bezier曲线

#include <windows.h>  
#include <math.h>  
#include <gl/GL.h>  
#include <gl/glut.h>  
int SCREEN_HEIGHT = 480;  
int NUMPOINTS = 0;  
class Point  
{  
public:  
	float x, y;  
	void setxy(float x2, float y2)  
	{  
		x = x2;  
		y = y2;  
	}  
	Point  operator&(const Point & rPoint)  
	{  
		x = rPoint.x;  
		y = rPoint.y;  
		return * this;  
	}  
};  
Point abc[4];  
void myInit()  
{  
	glClearColor(0.0,0.0,0.0,0.0);  
	glColor3f(1.0f, 0.0, 0.0);  
	glPointSize(4.0);  
	glMatrixMode(GL_PROJECTION);  
	glLoadIdentity();  
	gluOrtho2D(0.0, 640, 0.0, 480.0);  
}  
void drawDot(Point pt)   
{  
	glBegin(GL_POINTS);  
	glVertex2f(pt.x, pt.y);  
	glEnd();  
	glFlush();  
}  
void drawLine(Point p1, Point p2)  
{  
	glBegin(GL_LINES);  
	glVertex2f(p1.x, p1.y);  
	glVertex2f(p2.x, p2.y);  
	glEnd();  
	glFlush();  
}  
//四个控制点的贝塞尔曲线 即三次Bezier曲线
Point drawBezier(Point A, Point B, Point C, Point D,double t)   
{  
	Point P;
	double a1 = pow((1-t),3);
	double a2 = pow((1-t),2)*3*t;
	double a3 = 3*t*t*(1-t);
	double a4 = t*t*t;

	P.x = a1*A.x+a2*B.x+a3*C.x+a4*D.x;
	P.y = a1*A.y+a2*B.y+a3*C.y+a4*D.y;
	return P;  
}  
void myMouse(int button, int state, int x, int y)  
{  
	if(button == GLUT_LEFT_BUTTON && state == GLUT_DOWN)  
	{  
		abc[NUMPOINTS].setxy((float)x, (float)(SCREEN_HEIGHT - y));  
		NUMPOINTS++;  
		if (NUMPOINTS == 4)  
		{  
			glColor3f(1.0, 0.0, 1.0);  

			drawDot(abc[0]);  
			drawDot(abc[1]);  
			drawDot(abc[2]);  
			drawDot(abc[3]);  
			glColor3f(1.0, 1.0, 0.0);  
			drawLine(abc[0], abc[1]);  
			drawLine(abc[1], abc[2]);  
			drawLine(abc[2], abc[3]);  
			glColor3f(0.0, 1.0, 1.0);  
			Point POld = abc[0];  
			for (double t = 0.0; t<=1.0;t+=0.1)  
			{  
				Point P = drawBezier(abc[0], abc[1], abc[2],  abc[3], t);  
				drawLine(POld, P);  
				POld = P;  
			}  
			glColor3f(1.0, 0.0, 0.0);  
			NUMPOINTS = 0;  
		}  
	}  
}  
void myDisplay()  
{  
	glClear(GL_COLOR_BUFFER_BIT);  
	glFlush();  
}  
int main(int argc, char * agrv[])  
{  
	glutInit(&argc, agrv);  
	glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);  
	glutInitWindowSize(640, 480);  
	glutInitWindowPosition(100, 150);  
	glutCreateWindow("Bezier Curve");  
	glutMouseFunc(myMouse);  
	glutDisplayFunc(myDisplay);  
	myInit();  
	glutMainLoop();  
	return 0;  
} 

交互绘出Bezier曲线,见下图



参考书目

1.《实时计算机图形学》Tommas Akenine-Moller

2.《计算机图形学基础教程》 孔令德

3.《计算机图形学(OpenGl版)》Francis S Hill,Jr

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使用OpenGL通过三次Bezier曲线绘制花瓶,可以按照以下步骤进行: 1. 定义Bezier曲线的控制点,一般需要四个点来定义一个曲线段。 2. 使用OpenGL的顶点缓冲对象(VBO)将Bezier曲线的控制点数据存储到显存中。 3. 定义花瓶的材质属性,例如表面颜色、反射率等。 4. 使用OpenGL的着色器程序(Shader)进行渲染,可以通过编写顶点着色器和片元着色器来控制花瓶的渲染效果。 5. 在OpenGL的渲染循环中,使用glDrawArrays或glDrawElements命令来将Bezier曲线渲染到屏幕上。 以下是一个简单的OpenGL通过三次Bezier曲线绘制花瓶的代码示例: ```c++ // 定义Bezier曲线的控制点 GLfloat controlPoints[] = { // 花瓶底部曲线 -0.5f, -1.0f, 0.0f, -0.25f, -0.75f, 0.0f, 0.25f, -0.75f, 0.0f, 0.5f, -1.0f, 0.0f, // 花瓶侧面曲线 0.5f, -1.0f, 0.0f, 0.5f, 1.0f, 0.0f, 0.25f, 1.0f, 0.0f, 0.0f, 0.9f, 0.0f, -0.25f, 1.0f, 0.0f, -0.5f, 1.0f, 0.0f, -0.5f, -1.0f, 0.0f, }; // 计算Bezier曲线上的点 glm::vec3 calculateBezierPoint(GLfloat t, glm::vec3 p0, glm::vec3 p1, glm::vec3 p2, glm::vec3 p3) { GLfloat u = 1.0f - t; GLfloat tt = t * t; GLfloat uu = u * u; GLfloat uuu = uu * u; GLfloat ttt = tt * t; glm::vec3 p = uuu * p0; p += 3.0f * uu * t * p1; p += 3.0f * u * tt * p2; p += ttt * p3; return p; } // 定义顶点着色器代码 const char* vertexShaderCode = R"( #version 330 core layout (location = 0) in vec3 bezierPoint; layout (location = 1) in vec3 aColor; out vec3 vertexColor; void main() { gl_Position = vec4(bezierPoint, 1.0); vertexColor = aColor; } )"; // 定义片元着色器代码 const char* fragmentShaderCode = R"( #version 330 core in vec3 vertexColor; out vec4 FragColor; void main() { FragColor = vec4(vertexColor, 1.0); } )"; int main() { // 初始化OpenGL窗口和上下文 // 创建和绑定VBO GLuint VBO; glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(controlPoints), controlPoints, GL_STATIC_DRAW); // 定义顶点着色器和片元着色器 GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexShaderCode, NULL); glCompileShader(vertexShader); GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderCode, NULL); glCompileShader(fragmentShader); // 创建着色器程序 GLuint shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram); // 使用着色器程序进行渲染 glUseProgram(shaderProgram); // 获取顶点位置和颜色属性 GLint bezierPointAttrib = glGetAttribLocation(shaderProgram, "bezierPoint"); glVertexAttribPointer(bezierPointAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(bezierPointAttrib); GLint colorAttrib = glGetAttribLocation(shaderProgram, "aColor"); glVertexAttribPointer(colorAttrib, 3, GL_FLOAT, GL_FALSE, 0, colors); glEnableVertexAttribArray(colorAttrib); // 开始渲染循环 while (!glfwWindowShouldClose(window)) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // 绘制花瓶 for (int i = 0; i < 2; i++) { glBegin(GL_LINE_STRIP); for (GLfloat t = 0.0f; t <= 1.0f; t += 0.01f) { glm::vec3 p0 = glm::vec3(controlPoints[i * 4], controlPoints[i * 4 + 1], controlPoints[i * 4 + 2]); glm::vec3 p1 = glm::vec3(controlPoints[i * 4 + 1 * 3], controlPoints[i * 4 + 1 * 3 + 1], controlPoints[i * 4 + 1 * 3 + 2]); glm::vec3 p2 = glm::vec3(controlPoints[i * 4 + 2 * 3], controlPoints[i * 4 + 2 * 3 + 1], controlPoints[i * 4 + 2 * 3 + 2]); glm::vec3 p3 = glm::vec3(controlPoints[i * 4 + 3 * 3], controlPoints[i * 4 + 3 * 3 + 1], controlPoints[i * 4 + 3 * 3 + 2]); glm::vec3 curvePoint = calculateBezierPoint(t, p0, p1, p2, p3); glColor3f(1.0f, 1.0f, 1.0f); glVertex3f(curvePoint.x, curvePoint.y, curvePoint.z); } glEnd(); } glfwSwapBuffers(window); glfwPollEvents(); } // 清理资源 glDeleteShader(vertexShader); glDeleteShader(fragmentShader); glDeleteProgram(shaderProgram); glDeleteBuffers(1, &VBO); glfwTerminate(); return 0; } ```
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