opengl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: 2024-06-07 14:11:49 浏览: 91
opengl画bezier曲线
4星 · 用户满意度95%
下面是OpenGL实现Bezier曲面的代码,包含了不同颜色显示曲面和控制网格、交互式改变控制点、设置曲面参数等功能。具体实现过程请参考注释。
```c++
#include <GL/glut.h>
const int WIDTH = 800; // 窗口宽度
const int HEIGHT = 600; // 窗口高度
const int MAX_GRID = 20; // 控制网格最大点数
const int MAX_T = 100; // 参数t的最大值
bool show_grid = true; // 是否显示控制网格
int grid_size = 4; // 控制网格大小
int curve_size = 2; // 曲面线宽
int point_size = 5; // 控制点大小
int grid[MAX_GRID][MAX_GRID][3]; // 控制网格点坐标
int grid_num_u; // 控制网格u方向点数
int grid_num_v; // 控制网格v方向点数
float bezier[MAX_T][MAX_T][3]; // Bezier曲面上的点坐标
float t_step = 0.01; // 参数t的步长
// 初始化控制网格
void init_grid() {
grid_num_u = 4;
grid_num_v = 4;
for (int i = 0; i < grid_num_u; ++i) {
for (int j = 0; j < grid_num_v; ++j) {
grid[i][j][0] = i * 100 / (grid_num_u - 1);
grid[i][j][1] = j * 100 / (grid_num_v - 1);
grid[i][j][2] = 0;
}
}
}
// 计算Bezier曲面上的点坐标
void calculate_bezier() {
for (int i = 0; i < MAX_T; ++i) {
float t_u = i * t_step;
for (int j = 0; j < MAX_T; ++j) {
float t_v = j * t_step;
float x = 0.0, y = 0.0, z = 0.0;
for (int k = 0; k < grid_num_u; ++k) {
for (int l = 0; l < grid_num_v; ++l) {
float b_u = 1.0, b_v = 1.0;
for (int m = 0; m < grid_num_u; ++m) {
if (m == k) continue;
b_u *= (t_u - m * t_step) / (k * t_step - m * t_step);
}
for (int m = 0; m < grid_num_v; ++m) {
if (m == l) continue;
b_v *= (t_v - m * t_step) / (l * t_step - m * t_step);
}
x += grid[k][l][0] * b_u * b_v;
y += grid[k][l][1] * b_u * b_v;
z += grid[k][l][2] * b_u * b_v;
}
}
bezier[i][j][0] = x;
bezier[i][j][1] = y;
bezier[i][j][2] = z;
}
}
}
// 绘制Bezier曲面
void draw_bezier() {
glLineWidth(curve_size);
glColor3f(1.0, 0.0, 0.0);
for (int i = 0; i < MAX_T - 1; ++i) {
for (int j = 0; j < MAX_T - 1; ++j) {
glBegin(GL_LINE_LOOP);
glVertex3fv(bezier[i][j]);
glVertex3fv(bezier[i+1][j]);
glVertex3fv(bezier[i+1][j+1]);
glVertex3fv(bezier[i][j+1]);
glEnd();
}
}
}
// 绘制控制网格
void draw_grid() {
glPointSize(point_size);
glBegin(GL_POINTS);
glColor3f(0.0, 1.0, 0.0);
for (int i = 0; i < grid_num_u; ++i) {
for (int j = 0; j < grid_num_v; ++j) {
glVertex3iv(grid[i][j]);
}
}
glEnd();
glLineWidth(curve_size);
glBegin(GL_LINES);
glColor3f(0.0, 0.0, 1.0);
for (int i = 0; i < grid_num_u; ++i) {
for (int j = 0; j < grid_num_v - 1; ++j) {
glVertex3iv(grid[i][j]);
glVertex3iv(grid[i][j+1]);
}
}
for (int i = 0; i < grid_num_u - 1; ++i) {
for (int j = 0; j < grid_num_v; ++j) {
glVertex3iv(grid[i][j]);
glVertex3iv(grid[i+1][j]);
}
}
glEnd();
}
// 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) {
// 将鼠标坐标从窗口坐标系转换到OpenGL坐标系
float ox = (float)x / WIDTH * 2 - 1;
float oy = 1 - (float)y / HEIGHT * 2;
// 在控制网格中查找最近的点
int min_dist = INT_MAX;
int u = -1, v = -1;
for (int i = 0; i < grid_num_u; ++i) {
for (int j = 0; j < grid_num_v; ++j) {
int dx = ox * 100 - grid[i][j][0];
int dy = oy * 100 - grid[i][j][1];
int dist = dx * dx + dy * dy;
if (dist < min_dist) {
min_dist = dist;
u = i;
v = j;
}
}
}
// 更新控制点位置
grid[u][v][0] = ox * 100;
grid[u][v][1] = oy * 100;
// 重新计算Bezier曲面上的点
calculate_bezier();
// 重绘窗口
glutPostRedisplay();
}
}
// 菜单事件回调函数
void menu(int value) {
switch (value) {
case 1:
show_grid = !show_grid;
break;
case 2:
grid_size++;
if (grid_size > 10) grid_size = 10;
break;
case 3:
grid_size--;
if (grid_size < 1) grid_size = 1;
break;
case 4:
curve_size++;
if (curve_size > 10) curve_size = 10;
break;
case 5:
curve_size--;
if (curve_size < 1) curve_size = 1;
break;
case 6:
point_size++;
if (point_size > 10) point_size = 10;
break;
case 7:
point_size--;
if (point_size < 1) point_size = 1;
break;
case 8:
t_step += 0.001;
if (t_step > 0.1) t_step = 0.1;
calculate_bezier();
break;
case 9:
t_step -= 0.001;
if (t_step < 0.001) t_step = 0.001;
calculate_bezier();
break;
case 10:
init_grid();
calculate_bezier();
break;
}
// 重绘窗口
glutPostRedisplay();
}
// 初始化OpenGL
void init() {
glClearColor(1.0, 1.0, 1.0, 1.0);
glEnable(GL_DEPTH_TEST);
init_grid();
calculate_bezier();
// 创建菜单
glutCreateMenu(menu);
glutAddMenuEntry("Toggle Grid", 1);
glutAddMenuEntry("Enlarge Grid", 2);
glutAddMenuEntry("Shrink Grid", 3);
glutAddMenuEntry("Enlarge Curve", 4);
glutAddMenuEntry("Shrink Curve", 5);
glutAddMenuEntry("Enlarge Points", 6);
glutAddMenuEntry("Shrink Points", 7);
glutAddMenuEntry("Increase t_step", 8);
glutAddMenuEntry("Decrease t_step", 9);
glutAddMenuEntry("Reset", 10);
glutAttachMenu(GLUT_RIGHT_BUTTON);
}
// 窗口大小变化事件回调函数
void reshape(int width, int height) {
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, (double)width / height, 0.1, 1000.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0, 0.0, 200.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
}
// 渲染函数
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
// 绘制Bezier曲面
draw_bezier();
// 绘制控制网格
if (show_grid) {
draw_grid();
}
glPopMatrix();
glutSwapBuffers();
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(WIDTH, HEIGHT);
glutCreateWindow("Bezier Surface");
glutMouseFunc(mouse);
glutReshapeFunc(reshape);
glutDisplayFunc(display);
init();
glutMainLoop();
return 0;
}
```
阅读全文