https://my.oschina.net/sweetdark/blog/184313
曲线以及曲面
/*
MultiBezier.C
Code by 523066680, 2016-09-27
[email protected]
*/
#include <GL/glut.h>
#include <stdio.h>
#include <time.h>
#include <windows.h>
#include <stdlib.h>
#include <math.h>
#include <chrono>
#include <thread>
//窗口尺寸
#define SIZE_X 500
#define SIZE_Y 500
const double PI = 3.14159265;
const double PI2 = 3.14159265 * 2;
#define LINES 20
#define PARTS 50
#define CP_PARTS 50
#define CP_STEP 1.0/CP_PARTS
// LINES 积累的线的数量,而非细分数量
// PARTS 单条曲线细分的数量
// CP_PARTS 控制点移动轨迹的细分量
typedef struct
{
float x;
float y;
}
point;
typedef struct
{
point cp[4];
float index;
}
ControlPoint;
point MultiLine[LINES][PARTS];
int winID;
// PointOnCubicBeizer Function, copy from:
// https://zh.wikipedia.org/wiki/貝茲曲線
point PointOnCubicBeizer(point cp[4], float t)
{
float cx, bx, ax, cy, by, ay;
float tSquared, tCubed;
point result;
cx = 3.0 * (cp[1].x - cp[0].x);
bx = 3.0 * (cp[2].x - cp[1].x) - cx;
ax = cp[3].x - cp[0].x - cx - bx;
cy = 3.0 * (cp[1].y - cp[0].y);
by = 3.0 * (cp[2].y - cp[1].y) - cy;
ay = cp[3].y - cp[0].y - cy - by;
tSquared = t * t;
tCubed = tSquared * t;
result.x = ((ax * tCubed) + (bx * tSquared) + (cx * t) + cp[0].x);
result.y = ((ay * tCubed) + (by * tSquared) + (cy * t) + cp[0].y);
return result;
}
void display(void)
{
glBegin(GL_POINTS);
glColor4f(0.3, 0.5, 0.8, 0.4);
for (int i = 0; i < LINES; i++)
{
for (int j = 0; j < PARTS; j++)
{
glVertex3f(MultiLine[i][j].x, MultiLine[i][j].y, 0.0);
}
}
glEnd();
glutSwapBuffers();
}
//闲时回调函数,主要负责计算、延时
void idle(void)
{
//临时坐标变量
point coord;
//主控制点,通过PointOnCubicBeizer函数和cp[4]数据获取坐标
point MainCp[4];
static int MainIdx = 0;
//ControlPoint 结构包含 控制点、曲线进度信息
static ControlPoint cp[4] =
{
0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0,
0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0,
0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0,
0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0,
};
glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
//4个控制点的变化和进度
for (int i = 0; i < 4; i++)
{
cp[i].index += CP_STEP;
//index超过1.0时重新设定控制点
if (cp[i].index >= 1.0)
{
//上一个终点作为新的起点
cp[i].cp[0].x = cp[i].cp[3].x;
cp[i].cp[0].y = cp[i].cp[3].y;
//使第一控制点与上次曲线对称(减少尖突的情况)
cp[i].cp[1].x = cp[i].cp[3].x + (cp[i].cp[3].x - cp[i].cp[2].x);
cp[i].cp[1].y = cp[i].cp[3].y + (cp[i].cp[3].y - cp[i].cp[2].y);
//后面两个点随机
for (int ii = 2; ii < 4; ii++)
{
cp[i].cp[ii].x = (float)(rand() % 500 - 250);
cp[i].cp[ii].y = (float)(rand() % 500 - 250);
}
//从1单位的CP_STEP开始,而非0.0,避免重合显示
cp[i].index = CP_STEP;
}
coord = PointOnCubicBeizer(cp[i].cp, cp[i].index);
MainCp[i].x = coord.x;
MainCp[i].y = coord.y;
}
//当前曲线坐标写入数组
for (int i = 0; i < PARTS; i++)
{
coord = PointOnCubicBeizer(MainCp, (float)i / (float)PARTS);
MultiLine[MainIdx][i].x = coord.x;
MultiLine[MainIdx][i].y = coord.y;
}
//线条序号,达到数组末端时回到 0
if (MainIdx >= (LINES - 1))
{
MainIdx = 0;
}
else
{
MainIdx++;
}
Sleep(10);
glutPostRedisplay();
}
//窗口事件响应函数
void reshape(int Width, int Height)
{
const float fa = 32.0;
const float half = 250.0;
if (Width == Height)
{
//视口范围
glViewport(0, 0, Width, Height);
}
else if (Width > Height)
{
glViewport(0, 0, Height, Height);
}
else
{
glViewport(0, 0, Width, Width);
}
//投影视图矩阵
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-half, half, -half, half, 0.0, 100.0);
// 模型视图矩阵
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0, 0.0, fa, 0.0, 0.0, 0.0, 0.0, 1.0, fa);
// 观察点, 朝向的坐标, 正上方朝向
}
//按键响应
void keypress(unsigned char key, int mousex, int mousey)
{
switch (key)
{
case 'q':
glutDestroyWindow(winID);
exit(0);
break;
case 'Q':
glutDestroyWindow(winID);
exit(0);
break;
}
}
void init(void)
{
glClearColor(0.0, 0.0, 0.0, 0.0);
glLineWidth(2.0);
glPointSize(6.0);
//glEnable(GL_DEPTH_TEST); //开启深度缓冲
glEnable(GL_BLEND); //开启颜色混合
glEnable(GL_POINT_SMOOTH); //点平滑
glEnable(GL_LINE_SMOOTH); //线平滑
srand(time(NULL));
for (int i = 0; i < 10; i++)
{
for (int j = 0; j < 10; j++)
{
MultiLine[i][j].x = 0.0;
MultiLine[i][j].y = 0.0;
}
}
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
//显示模式 双缓冲 RGBA 深度缓冲
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize(SIZE_X, SIZE_Y); //窗口大小
glutInitWindowPosition(200, 200); //位置
winID = glutCreateWindow("MultiBezier"); //窗口句柄
init();
glutDisplayFunc(display); //显示
glutKeyboardFunc(keypress); //按键事件响应
glutReshapeFunc(reshape); //窗口事件响应
glutIdleFunc(idle); //闲时回调函数
glutMainLoop(); //开始主循环
}
#include <GL/glut.h>
#include <math.h>
GLfloat ctrlpoints[4][4][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}}
};
GLfloat texpts[2][2][2] = { {{0.0, 0.0}, {0.0, 1.0}},
{{1.0, 0.0}, {1.0, 1.0}} };
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1.0, 1.0, 1.0);
glEvalMesh2(GL_FILL, 0, 20, 0, 20);//glMapGrid2f()均匀产生坐标值,这里执行绘制
glFlush();
}
#define imageWidth 64
#define imageHeight 64
GLubyte image[3 * imageWidth*imageHeight];
//纹理数据
void makeImage(void)
{
int i, j;
float ti, tj;
for (i = 0; i < imageWidth; i++) {
ti = 2.0*3.14159265*i / imageWidth;
for (j = 0; j < imageHeight; j++) {
tj = 2.0*3.14159265*j / imageHeight;
image[3 * (imageHeight*i + j)] = (GLubyte)127 * (1.0 + sin(ti));
image[3 * (imageHeight*i + j) + 1] = (GLubyte)127 * (1.0 + cos(2 * tj));
image[3 * (imageHeight*i + j) + 2] = (GLubyte)127 * (1.0 + cos(ti + tj));
}
}
}
void init(void)
{
//定义了两个求值器程序
glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4,
0, 1, 12, 4, &ctrlpoints[0][0][0]);
glMap2f(GL_MAP2_TEXTURE_COORD_2, 0, 1, 2, 2,
0, 1, 4, 2, &texpts[0][0][0]);
glEnable(GL_MAP2_TEXTURE_COORD_2);
glEnable(GL_MAP2_VERTEX_3);
glMapGrid2f(20, 0.0, 1.0, 20, 0.0, 1.0);//均匀产生坐标
//纹理属性设置
makeImage();
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, imageWidth, imageHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
glEnable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_FLAT);
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
glOrtho(-4.0, 4.0, -4.0*(GLfloat)h / (GLfloat)w,
4.0*(GLfloat)h / (GLfloat)w, -4.0, 4.0);
else
glOrtho(-4.0*(GLfloat)w / (GLfloat)h,
4.0*(GLfloat)w / (GLfloat)h, -4.0, 4.0, -4.0, 4.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(85.0, 1.0, 1.0, 1.0);
}
void keyboard(unsigned char key, int x, int y)
{
switch (key) {
case 27:
break;
}
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(500, 500);
glutInitWindowPosition(100, 100);
glutCreateWindow(argv[0]);
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutMainLoop();
return 0;
}