发信人: yxy (田丝丝#冬眠的小肥鹰), 信区: GAME_Designer
标 题: OPENGL(14)
发信站: BBS 水木清华站 (Tue Feb 17 16:24:53 1998)
曲面的构造可以是网格线和填充曲面形式,其实与曲线很类似只是变为
二维而已。
1.曲面定义
void glMap2{fd}(GLenum target,TYPE u1,TYPE u2,GLint ustride,GLint uorder,
TYPE v1,TYPE v2,GLint vstride,GLint vorder,TYPE points);
target的定义同上次介绍的曲线中target的定义。
U V是二维曲面坐标
uorder,vorder;ustride,vstride的定义都类似曲线定义。
points是控制点坐标
2.曲面任意一点的计算
void glEvalCoord2{fd}[v](TYPE u,TYPE v);
以曲线坐标U V来计算曲面内任意一点的世界坐标的位置
3.曲面绘制的控制
void glMapGrid2{fd}(GLenum nu,TYPE u1,TYPE u2,GLenum nv,TYPE v1,TYPE v2);
定义曲面参数空间均匀网格,从u1到u2分为等间隔nu步,从v1到v2分为等间隔nv步。
下面给出一个以网格线描绘曲面的例子:
//sample.cpp
#include "glos.h"
#include
#include
#include "windows.h"
void myinit(void);
void CALLBACK display(void);
void CALLBACK reshape(GLsizei w,GLsizei h);
//控制点坐标
GLfloat points[4][4][3]={
{ {-1.5,-1.5,2.0},{-0.5,-1.5,2.0},
{0.5,-1.5,-1.0},{1.5,-1.5,2.0}},
{ {-1.5,-0.5,1.0},{-0.5,1.5,2.0},
{0.5,0.5,1.0},{1.5,-0.5,-1.0}},
{ {-1.5,0.5,2.0},{-0.5,0.5,1.0},
{0.5,0.5,3.0},{1.5,-1.5,1.5}},
{ {-1.5,1.5,-2.0},{-0.5,1.5,-2.0},
{0.5,0.5,1.0},{1.5,1.5,-1.0}}};
//为了清楚显示控制点而设置的一组颜色
GLfloat color[4][3]={
{1.0,0.0,0.0},{0.0,1.0,0.0},{0.0,0.0,1.0},{1.0,1.0,1.0}};
void myinit(void)
{
auxInitDisplayMode(AUX_SINGLE|AUX_RGBA);
auxInitPosition(0,0,500,500);
auxInitWindow("sample1");
glClearColor(0.0,0.0,0.0,0.0);
glClear(GL_COLOR_BUFFER_BIT);
//利用glEnable()来启用曲面模式
glMap2f(GL_MAP2_VERTEX_3,0,1,3,4,0,1,12,4,&points[0][0][0]);
glEnable(GL_MAP2_VERTEX_3);
glMapGrid2f(20,0.0,1.0,20,0.0,1.0);
glEnable(GL_DEPTH_TEST);
}
void CALLBACK reshape(GLsizei w,GLsizei h)
{
glViewport(0,0,w,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)h/(GLfloat)w,
5.0*(GLfloat)h/(GLfloat)w,-5.0,5.0,-5.0,5.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void CALLBACK display(void)
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glColor3f(0.0,0.0,1.0);
glPushMatrix();
glRotatef(35.0,1.0,1.0,1.0);
//用直线段的连接描绘曲面结构
glBegin(GL_LINE_STRIP);
标 题: OPENGL(14)
发信站: BBS 水木清华站 (Tue Feb 17 16:24:53 1998)
曲面的构造可以是网格线和填充曲面形式,其实与曲线很类似只是变为
二维而已。
1.曲面定义
void glMap2{fd}(GLenum target,TYPE u1,TYPE u2,GLint ustride,GLint uorder,
TYPE v1,TYPE v2,GLint vstride,GLint vorder,TYPE points);
target的定义同上次介绍的曲线中target的定义。
U V是二维曲面坐标
uorder,vorder;ustride,vstride的定义都类似曲线定义。
points是控制点坐标
2.曲面任意一点的计算
void glEvalCoord2{fd}[v](TYPE u,TYPE v);
以曲线坐标U V来计算曲面内任意一点的世界坐标的位置
3.曲面绘制的控制
void glMapGrid2{fd}(GLenum nu,TYPE u1,TYPE u2,GLenum nv,TYPE v1,TYPE v2);
定义曲面参数空间均匀网格,从u1到u2分为等间隔nu步,从v1到v2分为等间隔nv步。
下面给出一个以网格线描绘曲面的例子:
//sample.cpp
#include "glos.h"
#include
#include
#include "windows.h"
void myinit(void);
void CALLBACK display(void);
void CALLBACK reshape(GLsizei w,GLsizei h);
//控制点坐标
GLfloat points[4][4][3]={
{ {-1.5,-1.5,2.0},{-0.5,-1.5,2.0},
{0.5,-1.5,-1.0},{1.5,-1.5,2.0}},
{ {-1.5,-0.5,1.0},{-0.5,1.5,2.0},
{0.5,0.5,1.0},{1.5,-0.5,-1.0}},
{ {-1.5,0.5,2.0},{-0.5,0.5,1.0},
{0.5,0.5,3.0},{1.5,-1.5,1.5}},
{ {-1.5,1.5,-2.0},{-0.5,1.5,-2.0},
{0.5,0.5,1.0},{1.5,1.5,-1.0}}};
//为了清楚显示控制点而设置的一组颜色
GLfloat color[4][3]={
{1.0,0.0,0.0},{0.0,1.0,0.0},{0.0,0.0,1.0},{1.0,1.0,1.0}};
void myinit(void)
{
auxInitDisplayMode(AUX_SINGLE|AUX_RGBA);
auxInitPosition(0,0,500,500);
auxInitWindow("sample1");
glClearColor(0.0,0.0,0.0,0.0);
glClear(GL_COLOR_BUFFER_BIT);
//利用glEnable()来启用曲面模式
glMap2f(GL_MAP2_VERTEX_3,0,1,3,4,0,1,12,4,&points[0][0][0]);
glEnable(GL_MAP2_VERTEX_3);
glMapGrid2f(20,0.0,1.0,20,0.0,1.0);
glEnable(GL_DEPTH_TEST);
}
void CALLBACK reshape(GLsizei w,GLsizei h)
{
glViewport(0,0,w,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)h/(GLfloat)w,
5.0*(GLfloat)h/(GLfloat)w,-5.0,5.0,-5.0,5.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void CALLBACK display(void)
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glColor3f(0.0,0.0,1.0);
glPushMatrix();
glRotatef(35.0,1.0,1.0,1.0);
//用直线段的连接描绘曲面结构
glBegin(GL_LINE_STRIP);