基于OpenGL实现多段Bezier曲线拼接

本文实例为大家分享了OpenGL实现多段Bezier曲线拼接的具体代码,供大家参考,具体内容如下

运行程序的交互方式有点类似corelDraw中的自由曲线绘制,或者photoShop中的钢笔自由路径绘制。

截图:

将BezierCurve封装成了一个类,代码如下:

#ifndef _BEZIERCURVE_H

#define _BEZIERCURVE_H

#include "vec3.hpp"

#include <vector>

#include <iostream>

#include <gl/glut.h>

using namespace std;

//// 3次bezier曲线: 四个控制节点。曲线经过首末两个顶点。

class BezierCurve

{

public:

//cell一共有四个控制顶点

// -cell经过V0和V3顶点,

// -cell的始端相切于直线:(V0, V1) 和末端相切于(V2,V3)

class BezierCell

{

public:

BezierCell(int i0, int i1, int i2, int i3)

{

setValue(i0, i1, i2, i3);

}

void setValue(int i0, int i1, int i2, int i3)

{

ctrlVertxIndex[0] = i0;

ctrlVertxIndex[1] = i1;

ctrlVertxIndex[2] = i2;

ctrlVertxIndex[3] = i3;

}

const int operator[](int index) const

{

if (index > 3 || index < 0)

return -1;

return ctrlVertxIndex[index];

}

int ctrlVertxIndex[4];

};

enum eventType

{

LButtonDown = 0,

MouseMove = 1,

LButtonUp = 2

};

enum { Bezier3CtrlPnt = 4 };

BezierCurve() { clear(); }

~BezierCurve(){}

void begin()

{

// 开启求值器

glEnable(GL_MAP1_VERTEX_3);

clear();

}

void mouseSynchro(eventType type, const Vec3d& v) //响应鼠标motion

{

//////////////////////////////////////////////////////////////////////////

//LButtonDown: 压入点

if (type == LButtonDown)

{

if (isFirstRender) //for the first cell

{

vertexVector.push_back(v); //push V0...

vertexVector.push_back(v); //push V1...

}

else if ( cellRenderState() == cellRenderImple::Push ) //for any cell

{

vertexVector.push_back(v); //push V2...

vertexVector.push_back(v); //push V3...

cellRenderState.setChange(); //set the flag to change V3

cellNum++; //increase the cell counter

}

}

//////////////////////////////////////////////////////////////////////////

//MouseMove: 动态更新相应的顶点数据

else if (type == MouseMove)

{

if (isFirstRender) //for the first cell

{

vertexVector.back() = v; //change the V1 immediately

}

else if ( cellRenderState() == cellRenderImple::Change )//for any cell

{

int vecSize = vertexVector.size();

vertexVector[vecSize-2] = v; //change the V2 immediately

}

}

//////////////////////////////////////////////////////////////////////////

//LButtonUp: 为拼接做准备

else if (type == LButtonUp)

{

if (isFirstRender)

{

//只有第一个BezierCell可以编辑bezierCell的起始段:(V0,V1)

isFirstRender = false;

}

else if ( cellRenderState() == cellRenderImple::Change)

{

//if finish the current cell's render

//利用v1和中点v0计算出v2:(v1 + v2) / 2 = v0

//next cell begin: push the next cell's V1...

int vecSize = vertexVector.size();

Vec3d v0 = vertexVector[vecSize-1];

Vec3d v1 = vertexVector[vecSize-2];

Vec3d v2 = 2 * v0 - v1;

vertexVector.push_back(v2);

//重置cellRenderFlag

cellRenderState.setPush();

}

}

//////////////////////////////////////////////////////////////////////////

//更新数组的长度

_updateVertexNum();

}

void end()

{

glDisable(GL_MAP1_VERTEX_3);

}

void renderCurve()

{

//////////////////////////////////////////////////////////////////////////

//rendering vertex...

for (int i=0; i<vertexVector.size(); i++)

{

Vec3d v = vertexVector[i];

glBegin(GL_POINTS);

glVertex3dv(v.getValue());

glEnd();

}

//////////////////////////////////////////////////////////////////////////

//rendering moving tangent(切线)

//(vertexNum-1, vertexNum-2)

if ( vertexNum>=2 )

{

glEnable(GL_LINE_STIPPLE);

{

glLineStipple(1, 0x0101);

glBegin(GL_LINES);

{

Vec3d v1 = vertexVector[vertexNum-1];

Vec3d v2 = vertexVector[vertexNum-2];

glVertex3dv(v1.getValue());

glVertex3dv(v2.getValue());

} glEnd();

}glDisable(GL_LINE_STIPPLE);

}

//////////////////////////////////////////////////////////////////////////

//if ( !_check() )

// return;

//rendering bezier cells...

system("CLS");

for (int i=0; i<cellNum; i++)

{

int pos = i * 3;

if ( (pos+3) < vertexNum )

renderBezierCell( BezierCell(pos, pos+1, pos+2, pos+3) );

}

//////////////////////////////////////////////////////////////////////////

}

// 3次bezier曲线经过vetex0和vextex3

void renderBezierCell(const BezierCell& cell)

{

double *pBuffer = new double[Bezier3CtrlPnt * 3];

cout << "----------------------------------------------------" << endl;

cout << "Vertex number : " << vertexNum << endl;

cout << "Cell number : " << cellNum << endl;

cout << "The render cell: " << cell[0] << " " << cell[1] << " " << cell[2] << " " << cell[3] << endl;

for (int i = 0, bg = 0; i<4; i++)

{

Vec3d v = vertexVector[ cell[i] ];

pBuffer[bg++] = v.x();

pBuffer[bg++] = v.y();

pBuffer[bg++] = v.z();

cout << v.x() << " " << v.y() << " " << v.z() << endl;

}cout << "----------------------------------------------------" << endl;

glMap1d(GL_MAP1_VERTEX_3, 0.0, 1.0, 3, Bezier3CtrlPnt, pBuffer);

glBegin(GL_LINE_STRIP);

{

for (int i = 0; i <= 30; i++)

glEvalCoord1f((GLfloat) i/30.0f);

} glEnd();

delete pBuffer; pBuffer = 0;

}

void clear()

{

cellNum = 0;

vertexNum = 0;

isFirstRender = true;

vertexVector.clear();

}

protected:

bool _check() { vertexNum =vertexVector.size();

return vertexNum == (cellNum - 1) * 3 + 4; }

void _updateVertexNum() { vertexNum=vertexVector.size();}

int cellNum; //单元个数

int vertexNum; //顶点个数

bool isFirstRender; //首次标志

std::vector<Vec3d> vertexVector; //顶点数组

class cellRenderImple

{

public:

enum RenderStep

{

Push = 0,

Change = 1

};

cellRenderImple(){ setPush(); }

bool operator()(void) { return flag; }

void setPush() { flag = Push; }

void setChange() { flag = Change; }

RenderStep flag; //cell的渲染状态

} cellRenderState;

};

测试程序如下:

#include <iostream>

#include <vector>

#include <GL/glut.h>

#include "BezierCurve.h"

using namespace std;

enum WindowSize{

WinWidth = 1024,

WinHeight = 768

};

int g_Viewport[4];

double g_ModelMatrix[16];

double g_ProjMatrix[16];

BezierCurve myBezier;

//////////////////////////////////////////////////////////////////////////

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]);

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持。

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);

myBezier.begin();

}

void display(void)

{

glClear(GL_COLOR_BUFFER_BIT);

glColor3f(1.0, 1.0, 0.0);

glPointSize(5.0);

glPushMatrix();

{

myBezier.renderCurve();

}glPopMatrix();

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)

{

double vertex[3];

//获取矩阵信息

glGetIntegerv(GL_VIEWPORT, g_Viewport);

glGetDoublev(GL_MODELVIEW_MATRIX, g_ModelMatrix);

glGetDoublev(GL_PROJECTION_MATRIX, g_ProjMatrix);

y = g_Viewport[3] - y;

gluUnProject( x, y, 0,

g_ModelMatrix, g_ProjMatrix, g_Viewport,

&vertex[0], &vertex[1], &vertex[2] );

if (button==GLUT_LEFT && state==GLUT_DOWN)

{

myBezier.mouseSynchro( BezierCurve::LButtonDown, vertex );

glutSetCursor( GLUT_CURSOR_RIGHT_ARROW );

}

else if (button == GLUT_LEFT && state == GLUT_UP)

{

myBezier.mouseSynchro( BezierCurve::LButtonUp, vertex );

}

glutPostRedisplay();

}

//////////////////////////////////////////////////////////////////////////

// 计算控制节点

void motion(int x, int y)

{

double vertex[3];

glutSetCursor( GLUT_CURSOR_CROSSHAIR );

y = g_Viewport[3] - y;

gluUnProject( x, y, 0,

g_ModelMatrix, g_ProjMatrix, g_Viewport,

&vertex[0], &vertex[1], &vertex[2] );

myBezier.mouseSynchro( BezierCurve::MouseMove, vertex );

glutPostRedisplay();

}

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持。

以上是 基于OpenGL实现多段Bezier曲线拼接 的全部内容, 来源链接: utcz.com/p/245116.html

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