Bezier曲线(OpenGL)

这篇博客主要介绍了如何使用OpenGL绘制Bezier曲线。首先定义了Bezier曲线的控制点,然后通过binomialCoeffs函数计算贝塞尔多项式的系数,computeBezPt函数用于计算特定u值下的Bezier点。最后,在displayFcn中调用bezier函数绘制曲线。此外,还实现了窗口调整和鼠标点击功能,允许用户交互地改变控制点位置。
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#include
#include
#include
#include
#include
#include

GLsizei winWidth=600,winHeight=600;

GLfloat xwcMin=-50.0,xwcMax=50.0;
GLfloat ywcMin=-50.0,ywcMax=50.0;

class wcPt3D{
public:
    GLfloat x,y,z;
};

GLint nCtrlPts=4;
wcPt3D ctrlPts[4]={{-40.0,-40.0,0.0},{-10.0,40.0,0.0},{10.0,-40.0,0.0},{40.0,40.0,0.0}};
GLint changeNo=0;

void init(void)
{

    glClearColor(1.0,1.0,1.0,0.0);

}

void plotPoint(wcPt3D pt)
{
    glBegin(GL_POINTS);
        glVertex2f(pt.x,pt.y);
    glEnd();
}

void binomialCoeffs(GLint n,GLint *C)
{
    GLint k,j;

    for(k=0;k<=n;k++)
    {
        C[k]=1;
        for(j=n;j>=k+1;j--)
        {
            C[k]*=j;
        }
        for(j=n-k;j>=2;j--)
        {
            C[k]/=j;
        }
    }
}

void computeBezPt(GLfloat u,wcPt3D *bezPt,GLint *C)
{
    GLint k,n=nCtrlPts-1;
    GLfloat bezBlendFcn;

    bezPt->x=bezPt->y=bezPt->z=0.0;
   
    for(k=0;k
    {
        bezBlendFcn=C[k]*pow(u,k)*pow(1-u,n-k);
        bezPt->x+=ctrlPts[k].x * bezBlendFcn;
        bezPt->y+=ctrlPts[k].y * bezBlendFcn;
        bezPt->z+=ctrlPts[k].y * bezBlendFcn;

    }
   
}


void bezier(GLint nBezCurvePts)
{
    wcPt3D bezCurvePt;
    GLfloat u;
    GLint *C,k;

    C=new GLint[nCtrlPts];

    binomialCoeffs(nCtrlPts-1,C);
    for(k=0;k
    {
        u=GLfloat(k)/GLfloat(nBezCurvePts);
        computeBezPt(u,&bezCurvePt,C);
        plotPoint(bezCurvePt);
    }
    delete [] C;
}

void displayFcn(void)
{
    GLint nBezCurvePts=1000;
    //wcPt3D ctrlPts[4]={{-40.0,-40.0,0.0},{-10.0,40.0,0.0},{10.0,-40.0,0.0},{40.0,40.0,0.0}};
    glClear(GL_COLOR_BUFFER_BIT);
    glPointSize(4);
    glColor3f(1.0,0.0,0.0);
    bezier(nBezCurvePts);
    glFlush();

}

void winReshapeFcn(GLint newWidth,GLint newHeight)
{
    glViewport(0,0,newWidth,newHeight);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluOrtho2D(xwcMin,xwcMax,ywcMin,ywcMax);
    glClear(GL_COLOR_BUFFER_BIT);
}

void mousePress(GLint button,GLint state,GLint cx,GLint cy)
{
    int i=0;
    GLfloat x=GLfloat(cx);
    GLfloat y=GLfloat(winHeight-cy);

    if(state == GLUT_DOWN && button == GLUT_LEFT_BUTTON)
    {
        x=x/winWidth*100.0;
        x-=50.0;
        y=y/winHeight*100.0;
        y-=50.0;
        //std::cout<<"cx="< <<"  cy="< <
        //std::cout<<"x="< <<"  y="< <
        ctrlPts[changeNo].x=x;
        ctrlPts[changeNo].y=y;
        changeNo++;
        changeNo%=4;
    }
    displayFcn();
   
}

int main(int argc,char **argv)
{

    glutInit(&argc,argv);
    glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
    glutInitWindowPosition(50,50);
    glutInitWindowSize(winWidth,winHeight);
    glutCreateWindow("Bezier Curve");
    init();    //自定义OpenGL初始化函数
    glutDisplayFunc(displayFcn);    //显示
    glutReshapeFunc(winReshapeFcn);    //窗口改变
    glutMouseFunc(mousePress);        //鼠标点击
    //glutMotionFunc(mouseMotion);    //鼠标移动
    //glutKeyboardFunc(keyFunc);
    glutMainLoop();
    return 0;
}

 

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