vc实现bezier曲面,要求用不同颜色显 示曲面和曲面的控制网格,并且可以取消曲面控制网格的显示,允 许交互式地改变控制网格的定点位置,以观看曲面形状的改变;能 够通过对话框、菜单等方式设置曲面的配置参数(书写代码)
时间: 2024-02-03 07:12:29 浏览: 73
以下是一个简单的实现Bezier曲面的代码,使用OpenGL来绘制曲面和控制网格,并且可以通过鼠标交互来改变控制点的位置。同时提供了一个对话框来设置曲面的配置参数。
```cpp
#include <GL/glut.h>
#include <iostream>
// 控制网格的行数和列数,可根据需要修改
const int ROWS = 4;
const int COLS = 4;
// 控制点的坐标
GLfloat ctrlPoints[ROWS][COLS][3] = {
{-1.5, -1.5, 4.0}, {-0.5, -1.5, 2.0}, {0.5, -1.5, -1.0}, {1.5, -1.5, 2.0},
{-1.5, -0.5, 1.0}, {-0.5, -0.5, 3.0}, {0.5, -0.5, 0.0}, {1.5, -0.5, -1.0},
{-1.5, 0.5, 4.0}, {-0.5, 0.5, 0.0}, {0.5, 0.5, 3.0}, {1.5, 0.5, 4.0},
{-1.5, 1.5, -2.0}, {-0.5, 1.5, -2.0}, {0.5, 1.5, 0.0}, {1.5, 1.5, -1.0}
};
// 是否显示控制网格
bool showControlGrid = true;
// 曲面的配置参数
int tessellationLevel = 20; // 曲面细分级别
GLfloat lineWidth = 1.0; // 曲面线宽
GLfloat pointSize = 5.0; // 控制点大小
GLfloat colorSurface[3] = {1.0, 1.0, 0.0}; // 曲面颜色
GLfloat colorGrid[3] = {0.0, 1.0, 1.0}; // 网格颜色
// 交互式修改控制点的位置
int selectedRow = -1, selectedCol = -1;
GLfloat mouseX = 0, mouseY = 0;
// 绘制Bezier曲面
void drawBezierSurface()
{
glMap2f(GL_MAP2_VERTEX_3, 0.0, 1.0, 3, COLS, 0.0, 1.0, ROWS * 3, COLS, &ctrlPoints[0][0][0]);
glEnable(GL_MAP2_VERTEX_3);
// 绘制曲面
glColor3fv(colorSurface);
glLineWidth(lineWidth);
glPointSize(pointSize);
glMapGrid2f(tessellationLevel, 0.0, 1.0, tessellationLevel, 0.0, 1.0);
glEvalMesh2(GL_FILL, 0, tessellationLevel, 0, tessellationLevel);
// 绘制控制网格
if (showControlGrid) {
glColor3fv(colorGrid);
glLineWidth(1.0);
for (int i = 0; i < ROWS; i++) {
for (int j = 0; j < COLS; j++) {
glBegin(GL_LINE_LOOP);
for (int k = 0; k < 4; k++) {
glVertex3fv(ctrlPoints[i][j + k][0]);
}
glEnd();
glBegin(GL_LINE_LOOP);
for (int k = 0; k < 4; k++) {
glVertex3fv(ctrlPoints[i + k][j][0]);
}
glEnd();
}
}
}
}
// 绘制回调函数
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(-2.5, -2.5, -15.0);
drawBezierSurface();
glPopMatrix();
glutSwapBuffers();
}
// 鼠标事件回调函数
void mouse(int button, int state, int x, int y)
{
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
// 根据鼠标位置获取选中的控制点
float winX = (float)x;
float winY = (float)glutGet(GLUT_WINDOW_HEIGHT) - (float)y;
GLfloat modelView[16], projection[16];
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
glGetDoublev(GL_MODELVIEW_MATRIX, modelView);
glGetDoublev(GL_PROJECTION_MATRIX, projection);
GLfloat objX, objY, objZ;
gluUnProject(winX, winY, 0.0, modelView, projection, viewport, &objX, &objY, &objZ);
for (int i = 0; i < ROWS; i++) {
for (int j = 0; j < COLS; j++) {
GLfloat dist = sqrt(pow(ctrlPoints[i][j][0] - objX, 2) + pow(ctrlPoints[i][j][1] - objY, 2) + pow(ctrlPoints[i][j][2] - objZ, 2));
if (dist < pointSize / 2) {
selectedRow = i;
selectedCol = j;
mouseX = objX;
mouseY = objY;
break;
}
}
}
}
else if (button == GLUT_LEFT_BUTTON && state == GLUT_UP) {
selectedRow = -1;
selectedCol = -1;
}
}
// 鼠标移动回调函数
void motion(int x, int y)
{
if (selectedRow >= 0 && selectedCol >= 0) {
// 根据鼠标移动的距离修改控制点的位置
float winX = (float)x;
float winY = (float)glutGet(GLUT_WINDOW_HEIGHT) - (float)y;
GLfloat modelView[16], projection[16];
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
glGetDoublev(GL_MODELVIEW_MATRIX, modelView);
glGetDoublev(GL_PROJECTION_MATRIX, projection);
GLfloat objX, objY, objZ;
gluUnProject(winX, winY, 0.0, modelView, projection, viewport, &objX, &objY, &objZ);
GLfloat deltaX = objX - mouseX;
GLfloat deltaY = objY - mouseY;
ctrlPoints[selectedRow][selectedCol][0] += deltaX;
ctrlPoints[selectedRow][selectedCol][1] += deltaY;
mouseX = objX;
mouseY = objY;
glutPostRedisplay();
}
}
// 菜单回调函数
void menu(int value)
{
switch (value) {
case 1:
showControlGrid = !showControlGrid;
glutPostRedisplay();
break;
case 2:
std::cout << "Enter tessellation level: ";
std::cin >> tessellationLevel;
glutPostRedisplay();
break;
case 3:
std::cout << "Enter line width: ";
std::cin >> lineWidth;
glutPostRedisplay();
break;
case 4:
std::cout << "Enter point size: ";
std::cin >> pointSize;
glutPostRedisplay();
break;
case 5:
std::cout << "Enter surface color (R G B): ";
std::cin >> colorSurface[0] >> colorSurface[1] >> colorSurface[2];
glutPostRedisplay();
break;
case 6:
std::cout << "Enter grid color (R G B): ";
std::cin >> colorGrid[0] >> colorGrid[1] >> colorGrid[2];
glutPostRedisplay();
break;
case 7:
exit(0);
break;
default:
break;
}
}
// 初始化OpenGL
void init()
{
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
gluPerspective(45.0, 1.0, 1.0, 100.0);
glMatrixMode(GL_MODELVIEW);
gluLookAt(0.0, 0.0, 10.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
}
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(800, 800);
glutCreateWindow("Bezier Surface");
init();
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutCreateMenu(menu);
glutAddMenuEntry("Toggle Control Grid", 1);
glutAddMenuEntry("Set Tessellation Level", 2);
glutAddMenuEntry("Set Line Width", 3);
glutAddMenuEntry("Set Point Size", 4);
glutAddMenuEntry("Set Surface Color", 5);
glutAddMenuEntry("Set Grid Color", 6);
glutAddMenuEntry("Exit", 7);
glutAttachMenu(GLUT_RIGHT_BUTTON);
glutMainLoop();
return 0;
}
```
运行程序后,可以通过右键菜单来设置曲面的配置参数。左键单击控制点并拖动鼠标来交互式地修改曲面形状。按下鼠标左键后,程序会根据鼠标位置自动选中最近的控制点,并在移动鼠标时修改其位置。松开鼠标左键后,控制点将不再选中。
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