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基於OpenGL實現的多段Bezier曲線拼接

運行程序的交互方式有點類似corelDraw中的自由曲線繪制,或者photoShop中的鋼筆自由路徑繪制。

截圖:

將BezierCurve封裝成了一個類,代碼如下:

#ifndef _BEZIERCURVE_H
#define _BEZIERCURVE_H

#include "vec3.hpp"
#include <vector>
#include <iostream>
#include <gl/glut.h>

using namespace std;
//// 3次bezier曲線: 四個控制節點。曲線經過首末兩個頂點。

class BezierCurve
{
public:
 //cell一共有四個控制頂點
 // -cell經過V0和V3頂點,
 // -cell的始端相切於直線:(V0, V1) 和末端相切於(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()
 {
  // 開啟求值器
  glEnable(GL_MAP1_VERTEX_3);
  clear();
 }
 
 void mouseSynchro(eventType type, const Vec3d& v) //響應鼠標motion
 {
  //////////////////////////////////////////////////////////////////////////
  //LButtonDown: 壓入點
  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: 動態更新相應的頂點數據
  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: 為拼接做准備
  else if (type == LButtonUp) 
  { 
   if (isFirstRender)
   {
    //只有第一個BezierCell可以編輯bezierCell的起始段:(V0,V1)
    isFirstRender = false;
   }
   else if ( cellRenderState() == cellRenderImple::Change)
   {
    //if finish the current cell's render
    //利用v1和中點v0計算出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();
   }
  }
  //////////////////////////////////////////////////////////////////////////
  //更新數組的長度
  _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(切線)
  //(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曲線經過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;      //單元個數
 int vertexNum;      //頂點個數

 bool isFirstRender;     //首次標志
 std::vector<Vec3d> vertexVector; //頂點數組

 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的渲染狀態
 } cellRenderState;
};

測試程序如下:

#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]);

 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];

 //獲取矩陣信息
 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();
}

//////////////////////////////////////////////////////////////////////////
// 計算控制節點
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();
}

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