OpenGL下通过鼠标动态绘制三次Bezier曲线 .

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 <GL/glut.h>
#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 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);
}

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();
}


 

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要使用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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