3-4次Bezier曲面_2021秋季《计算机图形学》_基于《计算机图形学(第四版)》D.H.&M.P.B.&W.R.C.

一、实验目的

  • 利用 d e − C a s t e l j a u {\rm de-Casteljau} deCasteljau递推算法绘制3-4次 B e z i e r {\rm Bezier} Bezier曲面

二、实验环境

  • Visual Studio 2019
  • Windows 10

三、算法分析与设计

曲线

t t t 0 0 0取至 1 1 1(指与线段总长之比),点 P P P的轨迹就形成了一条由端点加权赋得的曲线。

示意图如下:
在这里插入图片描述

也就是每次由 n + 1 n+1 n+1个点推出 n n n个新点,最终得到目标点 P P P
P 0 , P 1 , P 2 , P 3 ⇒ Q 0 , Q 1 , Q 2 ⇒ R 0 , R 1 ⇒ P P_0,P_1,P_2,P_3\Rightarrow Q_0,Q_1,Q_2\Rightarrow R_0,R_1\Rightarrow P P0,P1,P2,P3Q0,Q1,Q2R0,R1P

曲面

将曲面视为由相互正交的线组成的网格,于是求曲面的过程可以转化为求组成网格的各曲线。

  1. 对每一列的 n + 1 n+1 n+1个点确定一条曲线
  2. 对每一行的 n + 1 n+1 n+1个点确定一条曲线

四、实验结果

三次 B e z i e r {\rm Bezier} Bezier曲面

在这里插入图片描述

四次 B e z i e r {\rm Bezier} Bezier曲面

在这里插入图片描述

五、附录

三次 B e z i e r {\rm Bezier} Bezier曲面

#include<GL/glew.h>
#include <GLFW/glfw3.h>
#include<bits/stdc++.h>

#define PI acos(-1)
#define MAXN 3600
#define M 1000

using namespace std;

GLfloat ctrlPoints[4][4][3] =
// ctrlPoints[i][j]:该点在网格的第i行第j列上
{
    {
        { -0.8f, -0.7f, 0.2f }, { -0.3f, -0.6f, 0.2f }, { 0.2f, -0.65f, 0.3f }, { 0.7f, -0.7f, 0.2f }
    },
    {
        { -0.9f, -0.2f, 0.3f }, { -0.3f, 0.2f, 0.5f }, { 0.3f, -0.2f, 0.4f }, { 0.75f, -0.2f, 0.3f },
    },
    {
        { -0.9f, 0.3f, 0.3f }, { -0.3f, 0.2f, 0.5f }, { 0.25f, 0.25f, 0.6f }, { 0.8f, 0.3f, 0.3f },
    },
    {
        { -0.8f, 0.8f, 0.1f }, { -0.3f, 0.8f, 0.2f }, { 0.2f, 0.85f, 0.1f }, { 0.7f, 0.8f, 0.1f },
    }
};

void plotPoint()
{
    glPointSize(5.0);
    glColor3f(1.0, 1.0, 0.0);
    for (int i = 0; i < 4; i++) 
    {
        glBegin(GL_POINTS);
        for (int j = 0; j < 4; j++)
            glVertex3fv(&ctrlPoints[i][j][0]);
        glEnd();
    }

    glColor3f(0.0, 1.0, 1.0);
    for (int i = 0; i < 4; i++) {
        // 固定行标,画横线
        glBegin(GL_LINE_STRIP);
        for (int j = 0; j < 4; j++)
            glVertex3fv(&ctrlPoints[i][j][0]);
        glEnd();

        // 固定列标,画竖线
        glBegin(GL_LINE_STRIP);
        for (int j = 0; j < 4; j++)
            glVertex3fv(&ctrlPoints[j][i][0]);
        glEnd();
    }
}

void bezierSurface()
{
    int n = 4;  // 控制点的数目
    float xarray[4];
    float yarray[4];
    float zarray[4];
    GLfloat ps[11][4][3];
    // 由4*4=16个点确定4*11=44个点,即对每列(共4列)的四个点确定一条曲线
    for (int v = 0; v < 4; v++)
    {
        int u = 0;
        for (double t = 0.0; t <= 1; t += 0.1)
        {
            for (int i = 1; i < n; ++i)
            {
                for (int j = 0; j < n - i; ++j)
                {
                    if (i == 1)
                    // 第一次,使用控制点
                    {
                        xarray[j] = ctrlPoints[j][v][0] * (1 - t) + ctrlPoints[j + 1][v][0] * t;
                        yarray[j] = ctrlPoints[j][v][1] * (1 - t) + ctrlPoints[j + 1][v][1] * t;
                        zarray[j] = ctrlPoints[j][v][2] * (1 - t) + ctrlPoints[j + 1][v][2] * t;
                        continue;
                    }
                    // 非第一次,更新点数组
                    xarray[j] = xarray[j] * (1 - t) + xarray[j + 1] * t;
                    yarray[j] = yarray[j] * (1 - t) + yarray[j + 1] * t;
                    zarray[j] = zarray[j] * (1 - t) + zarray[j + 1] * t;
                }

            }
            ps[u][v][0] = xarray[0];
            ps[u][v][1] = yarray[0];
            ps[u][v][2] = zarray[0];
            u++;
        }
    }

    //glColor3f(255.0, 0.0, 0.0);
    //for (int i = 0; i < 11; i++)
    //{
    //    glBegin(GL_LINE_STRIP);
    //    for (int j = 0; j < 4; j++)
    //        glVertex3fv(&ps[i][j][0]);
    //    glEnd();
    //}

    GLfloat ps1[11][11][3];
    // 由4*11=44个点确定11*11=121个点,即对每行(共11行)的四个点确定一条曲线
    for (int v = 0; v < 11; v++) {
        int u = 0;
        for (double t = 0.0; t <= 1; t += 0.1)
        {
            for (int i = 1; i < n; ++i)
            {
                for (int j = 0; j < n - i; ++j)
                {
                    if (i == 1)
                    {
                        xarray[j] = ps[v][j][0] * (1 - t) + ps[v][j + 1][0] * t;
                        yarray[j] = ps[v][j][1] * (1 - t) + ps[v][j + 1][1] * t;
                        zarray[j] = ps[v][j][2] * (1 - t) + ps[v][j + 1][2] * t;
                        continue;
                    } 
                    xarray[j] = xarray[j] * (1 - t) + xarray[j + 1] * t;
                    yarray[j] = yarray[j] * (1 - t) + yarray[j + 1] * t;
                    zarray[j] = zarray[j] * (1 - t) + zarray[j + 1] * t;
                }

            }
            ps1[v][u][0] = xarray[0];
            ps1[v][u][1] = yarray[0];
            ps1[v][u][2] = zarray[0];
            u++;
        }
    }

    glColor3f(1.0, 1.0, 1.0);
    for (int i = 0; i < 11; i++) 
    {
        glBegin(GL_LINE_STRIP);
        for (int j = 0; j < 11; j++)
            glVertex3fv(&ps1[i][j][0]);
        glEnd();

        glBegin(GL_LINE_STRIP);
        for (int j = 0; j < 11; j++)
            glVertex3fv(&ps1[j][i][0]);
        glEnd();
    }


    glFlush();
}


int main(void)
{
    GLFWwindow* window;

    /* Initialize the library */
    if (!glfwInit())
        return -1;

    /* Create a windowed mode window and its OpenGL context */
    window = glfwCreateWindow(960, 960, "bezierSurface", NULL, NULL);
    if (!window)
    {
        glfwTerminate();
        return -1;
    }

    /* Make the window's context current */
    glfwMakeContextCurrent(window);

    if (glewInit() != GLEW_OK)
        cout << "Error!" << endl;
    
    glRotatef(300.0, 1.0, 0.0, 0.0);

    /* Loop until the user closes the window */
    while (!glfwWindowShouldClose(window))
    {

        /* Render here */
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        plotPoint();
        bezierSurface();
        /* Swap front and back buffers */
        glfwSwapBuffers(window);

        /* Poll for and process events */
        glfwPollEvents();
    }

    glfwTerminate();
    return 0;
}

四次 B e z i e r {\rm Bezier} Bezier曲面

#include<GL/glew.h>
#include <GLFW/glfw3.h>
#include<bits/stdc++.h>

#define PI acos(-1)
#define MAXN 3600
#define M 1000

using namespace std;

GLfloat ctrlPoints[5][5][3] =
// ctrlPoints[i][j]:该点在网格的第i行第j列上
{
    {
        { -0.8f, -0.7f, 0.2f }, { -0.3f, -0.6f, 0.2f }, {0.0f,-0.6f,0.2f}, { 0.2f, -0.65f, 0.3f }, { 0.7f, -0.7f, 0.2f }
    },
    {
        { -0.9f, -0.2f, 0.3f }, { -0.3f, 0.0f, 0.5f }, {0.1f,-0.2f,0.3f},{ 0.3f, -0.2f, 0.4f }, { 0.75f, -0.2f, 0.3f },
    },
    {
        { -0.8f, 0.0f, 0.4f }, { -0.3f, 0.0f, 0.2f }, {0.0f,-0.1f,0.4f},{ 0.2f, 0.0f, 0.5f }, { 0.7f, 0.0f, 0.1f },
    },
    {
        { -0.9f, 0.3f, 0.3f }, { -0.3f, 0.2f, 0.5f }, {0.0f,0.2f,0.6f},{ 0.25f, 0.25f, 0.6f }, { 0.8f, 0.3f, 0.3f },
    },
    {
        { -0.8f, 0.8f, 0.1f }, { -0.3f, 0.8f, 0.2f }, {0.1f,0.8f,0.1f},{ 0.2f, 0.85f, 0.1f }, { 0.7f, 0.8f, 0.1f },
    },
};

void plotPoint()
{
    glPointSize(5.0);
    glColor3f(1.0, 1.0, 0.0);
    for (int i = 0; i < 5; i++) 
    {
        glBegin(GL_POINTS);
        for (int j = 0; j < 5; j++)
            glVertex3fv(&ctrlPoints[i][j][0]);
        glEnd();
    }

    glColor3f(0.0, 1.0, 1.0);
    for (int i = 0; i < 5; i++) {
        // 固定行标,画横线
        glBegin(GL_LINE_STRIP);
        for (int j = 0; j < 5; j++)
            glVertex3fv(&ctrlPoints[i][j][0]);
        glEnd();

        // 固定列标,画竖线
        glBegin(GL_LINE_STRIP);
        for (int j = 0; j < 5; j++)
            glVertex3fv(&ctrlPoints[j][i][0]);
        glEnd();
    }
}

void bezierSurface()
{
    int n = 5;  // 控制点的数目
    float xarray[5];
    float yarray[5];
    float zarray[5];
    GLfloat ps[11][5][3];
    for (int v = 0; v < 5; v++)
    {
        int u = 0;
        for (double t = 0.0; t <= 1; t += 0.1)
        {
            for (int i = 1; i < n; ++i)
            {
                for (int j = 0; j < n - i; ++j)
                {
                    if (i == 1)
                    // 第一次,使用控制点
                    {
                        xarray[j] = ctrlPoints[j][v][0] * (1 - t) + ctrlPoints[j + 1][v][0] * t;
                        yarray[j] = ctrlPoints[j][v][1] * (1 - t) + ctrlPoints[j + 1][v][1] * t;
                        zarray[j] = ctrlPoints[j][v][2] * (1 - t) + ctrlPoints[j + 1][v][2] * t;
                        continue;
                    }
                    // 非第一次,更新点数组
                    xarray[j] = xarray[j] * (1 - t) + xarray[j + 1] * t;
                    yarray[j] = yarray[j] * (1 - t) + yarray[j + 1] * t;
                    zarray[j] = zarray[j] * (1 - t) + zarray[j + 1] * t;
                }

            }
            ps[u][v][0] = xarray[0];
            ps[u][v][1] = yarray[0];
            ps[u][v][2] = zarray[0];
            u++;
        }
    }

    //glColor3f(255.0, 0.0, 0.0);
    //for (int i = 0; i < 11; i++)
    //{
    //    glBegin(GL_LINE_STRIP);
    //    for (int j = 0; j < 5; j++)
    //        glVertex3fv(&ps[i][j][0]);
    //    glEnd();
    //}

    GLfloat ps1[11][11][3];
    for (int v = 0; v < 11; v++) {
        int u = 0;
        for (double t = 0.0; t <= 1; t += 0.1)
        {
            for (int i = 1; i < n; ++i)
            {
                for (int j = 0; j < n - i; ++j)
                {
                    if (i == 1)
                    {
                        xarray[j] = ps[v][j][0] * (1 - t) + ps[v][j + 1][0] * t;
                        yarray[j] = ps[v][j][1] * (1 - t) + ps[v][j + 1][1] * t;
                        zarray[j] = ps[v][j][2] * (1 - t) + ps[v][j + 1][2] * t;
                        continue;
                    } 
                    xarray[j] = xarray[j] * (1 - t) + xarray[j + 1] * t;
                    yarray[j] = yarray[j] * (1 - t) + yarray[j + 1] * t;
                    zarray[j] = zarray[j] * (1 - t) + zarray[j + 1] * t;
                }

            }
            ps1[v][u][0] = xarray[0];
            ps1[v][u][1] = yarray[0];
            ps1[v][u][2] = zarray[0];
            u++;
        }
    }

    glColor3f(1.0, 1.0, 1.0);
    for (int i = 0; i < 11; i++) 
    {
        glBegin(GL_LINE_STRIP);
        for (int j = 0; j < 11; j++)
            glVertex3fv(&ps1[i][j][0]);
        glEnd();

        glBegin(GL_LINE_STRIP);
        for (int j = 0; j < 11; j++)
            glVertex3fv(&ps1[j][i][0]);
        glEnd();
    }


    glFlush();
}


int main(void)
{
    GLFWwindow* window;

    /* Initialize the library */
    if (!glfwInit())
        return -1;

    /* Create a windowed mode window and its OpenGL context */
    window = glfwCreateWindow(960, 960, "bezierSurface", NULL, NULL);
    if (!window)
    {
        glfwTerminate();
        return -1;
    }

    /* Make the window's context current */
    glfwMakeContextCurrent(window);

    if (glewInit() != GLEW_OK)
        cout << "Error!" << endl;
    
    glRotatef(300.0, 1.0, 0.0, 0.0);

    /* Loop until the user closes the window */
    while (!glfwWindowShouldClose(window))
    {

        /* Render here */
        glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        plotPoint();
        bezierSurface();
        /* Swap front and back buffers */
        glfwSwapBuffers(window);

        /* Poll for and process events */
        glfwPollEvents();
    }

    glfwTerminate();
    return 0;
}
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