最近老师留作业,要求实现一棵分形树,花时间研究了一下,实现的效果还不错。
运行结果如下,可以鼠标控制旋转,键盘按键控制放大缩小,以及控制叶片大小,树干粗细
首先对文法进行迭代,得到最终的规则。 根据规则计算出每个树枝的起始点与终止点。 树干部分,我用圆柱来画,通过对圆柱绑定纹理,实现树干的绘制,绘制时,每个圆柱的半径由L系统计算得出。 树叶部分,我按照每个树枝的方向贴一张树叶的纹理,我对树叶的纹理进行了处理,将其空余的白色变为透明。 |
下面来说一下具体实现的方法。
文法分析部分如下:
我这里使用的文法是:
string grammar = "FA[*+X][-/&X][/%X]B";//文法
里面的X代表的是最末端的树干,通过迭代使得树的枝干越来越多。
void Grammar::Iteration() {
string temprule = grammar;
for (int i = 1; i <= level; i++)
{
int curlen = temprule.length();
int j = 0;
while (j < curlen)
{
if (temprule[j] == 'X')//迭代,替换成文法模型
{
rule += grammar;
j++;
}
else //保留转角
{
rule += temprule[j];
j++;
}
}
temprule = rule;
rule.clear();
}
rule = temprule;//迭代好之后的文法规则
}
L系统的规则如下
vector<TrunkPosition> trunks; // 所有分支
vector<LeafPosition> leaves;//所有叶子结点
void LSystem::generateFractal() // 利用加载过的文法,创建分形树
{
trunks.clear();
leaves.clear();
curState.pos = Node(0, 0, 0);
curState.dir = Node(0, 1, 0);
State stack[3000]; // 状态栈
for (int i = 0; i <3000; i++)
{
stack[i].pos.x = 0.0;
stack[i].pos.y = 0.0;
stack[i].pos.z = 0.0;
stack[i].dir.x = 0.0;
stack[i].dir.y = 0.0;
stack[i].dir.z = 0.0;
}
size_t i = 0;
while (i <grammar.getRule().length()) {
TrunkPosition tmp_trunk;//单个分支
LeafPosition tmp_leaf;
switch (grammar.getRule()[i])
{
case 'F':
tmp_trunk.pos1 = curState.pos;
curState.pos.x += length * curState.dir.x;
curState.pos.y += length * curState.dir.y;
curState.pos.z += length * curState.dir.z;
tmp_trunk.pos2 = curState.pos;
/*glColor3f(1.0, 0.0, 0.0);
glLineWidth(3);
glBegin(GL_LINES);
glVertex3f(tmp_trunk.pos1.x, tmp_trunk.pos1.y, tmp_trunk.pos1.z);
glVertex3f(tmp_trunk.pos2.x, tmp_trunk.pos2.y, tmp_trunk.pos2.z);
glEnd();*/
tmp_trunk.radius = radius;
trunks.push_back(tmp_trunk);
break;
case 'X': //叶子
tmp_leaf.pos1 = curState.pos;
tmp_trunk.pos1 = curState.pos;
curState.pos.x += length * curState.dir.x;
curState.pos.y += length * curState.dir.y;
curState.pos.z += length * curState.dir.z;
tmp_trunk.pos2 = curState.pos;
tmp_leaf.pos2 = curState.pos;
tmp_leaf.radius = leafRadius;
tmp_trunk.radius = radius;
trunks.push_back(tmp_trunk);
leaves.push_back(tmp_leaf);
break;
case 'A':
length = length * lengthFactor;
radius = radius * radiusFactor;
break;
case 'B':
length = length / lengthFactor;
radius = radius / radiusFactor;
break;
case '[':
stack[stackpointer] = curState;
stackpointer++;;
break;
case ']':
curState = stack[stackpointer - 1];
stackpointer--;
break;
case '+': //绕X轴
trans.set(curState.dir);
curState.dir = trans.Rotate('X', dx);
break;
case '-':
trans.set(curState.dir);
curState.dir = trans.Rotate('X', -dx);
break;
case '*': //绕y轴
trans.set(curState.dir);
curState.dir = trans.Rotate('Y', dy);
break;
case '/':
trans.set(curState.dir);
curState.dir = trans.Rotate('Y', -dy);
break;
case '&'://绕z轴
trans.set(curState.dir);
curState.dir = trans.Rotate('Z', dz);
break;
case '%':
trans.set(curState.dir);
curState.dir = trans.Rotate('Z', -dz);
break;
default:
;
}
i++;
}
}
画树干的方法如下:
根据两点,画一个圆柱,为了效果更好,我把圆柱的上面的半径根据半径收缩率缩小了,这样看起来效果更好,两个枝干连接处没有缝隙。
//以yuandian两端点,r为半径
void drawcone(double r,double h) {
glBindTexture(GL_TEXTURE_2D, texin);
for (int i = 0; i <360; i += 50) { //在原点画了一个圆柱
float temp = i * Pi1 / 180;
float temp1 = (i + 50)*Pi1 / 180;
glBegin(GL_QUADS);
glTexCoord2f((temp*r*tree.trunk.radius_shrink)/(2 * Pi1), 0.0f); glVertex3f(r*cos(temp)*tree.trunk.radius_shrink, 0, r*sin(temp)*tree.trunk.radius_shrink);
glTexCoord2f((temp*r)/(2*Pi1), 1.0f); glVertex3f(r*cos(temp), h, r*sin(temp)); //竖着2倍 横着1/2
glTexCoord2f((temp1*r)/(2 * Pi1), 1.0f); glVertex3f(r*cos(temp1), h, r*sin(temp1));
glTexCoord2f((temp1*r*tree.trunk.radius_shrink) / (2 * Pi1), 0.0f); glVertex3f(r*cos(temp1)*tree.trunk.radius_shrink, 0.0f, r*sin(temp1)*tree.trunk.radius_shrink);
glEnd();
}
}
void DrawChannel(Node A, Node B, double r)
{
// 起始线段:以(0,1,0)为起点,它的长度(distance)通过目标线段计算,
// 终点坐标为(0,1-distance,0)
// 目标线段:以(x1,y1,z1)为起点,以(x2,y2,z2)为终点
// 计算目标向量
GLfloat dx = B.x - A.x;
GLfloat dy = B.y - A.y;
GLfloat dz = B.z - A.z;
// 算出目标向量模(即AB长度)
GLfloat distance = sqrt(dx*dx + dy * dy + dz * dz);
// 计算平移量
GLfloat px = A.x;
GLfloat py = A.y - 1;
GLfloat pz = A.z;
// 起始线段的末端点
GLfloat bx = px;
GLfloat by = (1 - distance) + py;
GLfloat bz = pz;
// 计算起始向量
GLfloat sx = bx - A.x;
GLfloat sy = by - A.y;
GLfloat sz = bz - A.z;
// 计算向量(sx,sy,sz)与向量(dx,dy,dz)的法向量(sy*dz - dy*sz,sz*dx - sx*dz,sx*dy - dx*sy)
GLfloat fx = sy * dz - dy * sz;
GLfloat fy = sz * dx - sx * dz;
GLfloat fz = sx * dy - dx * sy;
// 求两向量间的夹角
// 计算第三条边的长度
GLfloat ax = fabs(B.x - bx);
GLfloat ay = fabs(B.y - by);
GLfloat az = fabs(B.z - bz);
GLfloat length = sqrt(ax*ax + ay * ay + az * az);
// 根据余弦定理计算夹角
GLfloat angle = acos((distance*distance * 2 - length * length) / (2 * distance*distance))*180.0f / 3.14159;
// 绘制圆柱
glPushMatrix();
// 变换的顺序与函数书写的顺序相反,
// 即先平移(0,-1,0),再绕法向量旋转,最后再平移
glTranslatef(A.x, A.y, A.z);
glRotatef(angle, fx, fy, fz);
glTranslatef(0, -distance, 0);
drawcone(r, distance);
glPopMatrix();
}
画树叶的方法如下:
沿着树干末端的方向画一个正方形,然后把树叶的纹理贴上去。
void drawsquare(double r) {
glRotated(180, 0, 0, 1);
glBindTexture(GL_TEXTURE_2D, texout);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(r / 2, 0.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(r / 2, r, 0);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-r / 2, r, 0);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-r / 2, 0, 0);
glEnd();
}
void DrawLeaf(Node A, Node B, double r) {
// 起始线段:以(0,1,0)为起点,它的长度(distance)通过目标线段计算,
// 终点坐标为(0,1-distance,0)
// 目标线段:以(x1,y1,z1)为起点,以(x2,y2,z2)为终点
// 计算目标向量
GLfloat dx = B.x - A.x;
GLfloat dy = B.y - A.y;
GLfloat dz = B.z - A.z;
// 算出目标向量模(即AB长度)
GLfloat distance = sqrt(dx*dx + dy * dy + dz * dz);
// 计算平移量
GLfloat px = A.x;
GLfloat py = A.y - 1;
GLfloat pz = A.z;
// 起始线段的末端点
GLfloat bx = px;
GLfloat by = (1 - distance) + py;
GLfloat bz = pz;
// 计算起始向量
GLfloat sx = bx - A.x;
GLfloat sy = by - A.y;
GLfloat sz = bz - A.z;
// 计算向量(sx,sy,sz)与向量(dx,dy,dz)的法向量(sy*dz - dy*sz,sz*dx - sx*dz,sx*dy - dx*sy)
GLfloat fx = sy * dz - dy * sz;
GLfloat fy = sz * dx - sx * dz;
GLfloat fz = sx * dy - dx * sy;
// 求两向量间的夹角
// 计算第三条边的长度
GLfloat ax = fabs(B.x - bx);
GLfloat ay = fabs(B.y - by);
GLfloat az = fabs(B.z - bz);
GLfloat length = sqrt(ax*ax + ay * ay + az * az);
// 根据余弦定理计算夹角
GLfloat angle = acos((distance*distance * 2 - length * length) / (2 * distance*distance))*180.0f / 3.14159;
glPushMatrix();
// 变换的顺序与函数书写的顺序相反,
// 即先平移(0,-1,0),再绕法向量旋转,最后再平移
glTranslatef(A.x, A.y, A.z);
glRotatef(angle, fx, fy, fz);
glTranslatef(0, -distance, 0);
drawsquare(r);
glPopMatrix();
}
处理bmp图像 将白色部分变为透明的方法如下:
int LoadGLTextures(char *Filename, GLuint *ttexture, int i)//ttexture[i]为用来绑定纹理数据的整数,可更改
{
FILE *File;
BITMAPINFOHEADER header;
BYTE *texture;//texture长宽和像素RGBA texture[width][height][4]
int width, height, m, j;
unsigned char *image;
File = fopen(Filename, "rb");
//读取BMP信息头,跳过14字节文件头
if (File) {
fseek(File, 14, SEEK_SET);
fread(&header, sizeof(BITMAPINFOHEADER), 1, File);
}
else return FALSE;
//读取长宽
width = header.biWidth;
height = header.biHeight;
//为image分配像素空间,读取图片数据,为texture分配width*height*4的四位空间用来生成纹理
image = (unsigned char *)malloc(width*height * 3);
fread(image, sizeof(unsigned char), width*height * 3, File);//唯一的不足之处在于将3字节像素读为一维字符串
texture = (BYTE *)malloc(width*height * 4);// 唯一的不足之处在于将4字节像素读为一维字符串
//以下代码将对texture重排列,一般来说为Blue Green Red Alpha格式(24位图格式),生成纹理使用BGRA模式
/****************************************修改模块,通过像素任意修改图片,示例:*************************************************************/
//本段代码将纯白色像素点透明度(Alpha)设为100%,其余颜色设为0%
for (m = 0; m<width; m++)
{
for (j = 0; j<height; j++)
{
//把颜色值写入
texture[m*width * 4 + j * 4] = image[m*width * 3 + j * 3];
texture[m*width * 4 + j * 4 + 1] = image[m*width * 3 + j * 3 + 1];
texture[m*width * 4 + j * 4 + 2] = image[m*width * 3 + j * 3 + 2];
//设置alpha值,假设白色为透明色
if (texture[m*width * 4 + j * 4] >= 200 && texture[m*width * 4 + j * 4 + 1] >= 200 && texture[m*width * 4 + j * 4 + 2] >= 200) {
texture[m*width * 4 + j * 4 + 3] = 0; //透明,alpha=0
}
else
texture[m*width * 4 + j * 4 + 3] = 255; //不透明,alpha=255
}
}
//ttexture[i]为绑定纹理的整数
//下面生成纹理以及纹理处理
glGenTextures(1, &ttexture[i]);
glBindTexture(GL_TEXTURE_2D, ttexture[i]);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, 4, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture);
gluBuild2DMipmaps(GL_TEXTURE_2D, 4, width, height, GL_BGRA_EXT, GL_UNSIGNED_BYTE, texture);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glAlphaFunc(GL_GREATER, 0.5);//使Alpha值生效
//纹理生成完毕,下面释放空间
free(texture);
free(image); // 释放图像数据
return TRUE; // 返回 Status
}