OpenGL:绘制B样条曲线

本文介绍了如何在OpenGL中绘制B样条曲线,参考了多个资源,包括DDA直线、Bezier曲线和Hermit曲线的绘制。B样条曲线允许通过鼠标交互方式选择和调整控制点,提供了一种直观的曲线编辑体验。
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绘制B样条曲线:


#include <stdlib.h>

#include <GL/glut.h>

//

#if 0



/// the points of the curve - these are the same as the bezier curve

/// points demonstrated in the bezier curve example.

float Points[4][3] = {

	{ 10,10,0 },

	{  5,10,2 },

	{ -5,0,0 },

	{-10,5,-2}

};

#define NUM_POINTS 4



//	The following sets of 4 indices are the curves that need to

//	be drawn to create a clamped cubic b-spline. In total there

//	are 5 curve segments to draw.

//

//	0 0 0 1

//    0 0 1 2

//      0 1 2 3

//        1 2 3 3

//          2 3 3 3

//

//	Remember this when trying to understand knot vectors!!

//



#else



float Points[9][3] = {



	{ 10,5,0 },

	{  5,10,0 },

	{ -5,15,0 },

	{ -10,-5,0 },

	{ 4,-4,0 },

	{ 10,5,0 },

	{  5,10,0 },

	{ -5,15,0 },

	{ -10,-5,0 }









};

#define NUM_POINTS 9





//若绘制过首尾控制点的曲线  

//	0 0 0 1

//    0 0 1 2

//      0 1 2 3

//        1 2 3 4

//          2 3 4 5

//            3 4 5 6

//              4 5 6 6

//                5 6 6 6

//

//	Remember this when trying to understand knot vectors!!

//

//若绘制首尾相接的平滑曲线 ,即为当前绘制

//      0 1 2 3

//        1 2 3 4

//          2 3 4 5

//            3 4 5 6



#endif



// the level of detail for the curve

unsigned int LOD=20;



///

#define NUM_SEGMENTS (NUM_POINTS-3)





//

float* GetPoint(int i) {

	// return 1st point

	if (i<0) {

		return	Points[0];

	}



	if (i<NUM_POINTS)

		return Points[i];

	// return last point

	return Points[NUM_POINTS-1];

}



//------------------------------------------------------------	OnKeyPress()

//

void myIdle(void) 

{

	glutPostRedisplay();

}



//------------------------------------------------------------	OnDraw()

//

void OnDraw() {



	// clear the screen & depth buffer

	glClear(GL_COLOR_BUFFER_BIT);



	// clear the previous transform

	glLoadIdentity();



	// set the camera position

// 	gluLookAt(	1,10,30,	//	eye pos

// 		0,0,0,	//	aim point

// 		0,1,0);	//	up direction



// 	glColor3f(0.5,0.2,0);

 	glPointSize(3);

// 

// 	// draw curve hull

	glColor3f(0.3,0,0.5);

	glBegin(GL_LINE_STRIP);

	for(int i=0;i!=NUM_POINTS;++i) {

		glVertex3fv( Points[i] );

	}

	glEnd();





	glColor3f(0,1,0);



	// begin drawing our curve

	glBegin(GL_LINE_STRIP);



	for(int start_cv=0,j=0;j<NUM_SEGMENTS;j++,start_cv++)

	{

		// for each section of curve, draw LOD number of divisions

		for(int i=0;i!=LOD;++i) {



			// use the parametric time value 0 to 1 for this curve

			// segment.

			float t = (float)i/LOD;



			// the t value inverted

			float it = 1.0f-t;



			// calculate blending functions for cubic bspline

			float b0 = it*it*it/6.0f;

			float b1 = (3*t*t*t - 6*t*t +4)/6.0f;

			float b2 = (-3*t*t*t +3*t*t + 3*t + 1)/6.0f;

			float b3 =  t*t*t/6.0f;



			// calculate the x,y and z of the curve point

			float x = b0 * GetPoint( start_cv + 0 )[0] +

				b1 * GetPoint( start_cv + 1 )[0] +

				b2 * GetPoint( start_cv + 2 )[0] +

				b3 * GetPoint( start_cv + 3 )[0] ;



			float y = b0 * GetPoint( start_cv + 0 )[1] +

				b1 * GetPoint( start_cv + 1 )[1] +

				b2 * GetPoint( start_cv + 2 )[1] +

				b3 * GetPoint( start_cv + 3 )[1] ;



			float z = b0 * GetPoint( start_cv + 0 )[2] +

				b1 * GetPoint( start_cv + 1 )[2] +

				b2 * GetPoint( start_cv + 2 )[2] +

				b3 * GetPoint( start_cv + 3 )[2] ;



			// specify the point

			glVertex2f( x,y );

		}

	}



	// we need to specify the last point on the curve

	//glVertex3fv( Points[NUM_POINTS-1] );

	glEnd();



	// draw CV's

	glBegin(GL_POINTS);

	for(int i=0;i!=NUM_POINTS;++i) {

		glVertex3fv( Points[i] );

	}

	glEnd();



	// currently we've been drawing to the back buffer, we need

	// to swap the back buffer with the front one to make the image visi
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