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OpengGL B样条曲面绘制

OpengGL B样条曲面绘制

作者: 亚欧沙龙 | 来源:发表于2020-04-21 23:30 被阅读0次
    #include <GL/glut.h>
    
    //定义控制点points
    GLfloat ctrlpoints[4][4][3] = {
        { {1.0,2.4,0.8},{1.1,0.6,0.4}, {1.2,0.2,0.0},{2.0,-1.0,0.4}},//points0 
    
        { {2.6,1.0,0.8},{2.8,-0.4,0.4},{3.0,-0.8,0.0},{3.8,-1.6,0.4}},//points1
    
        { {5.2,1.0,0.0},{5.4,-0.4,0.0},{5.6,-0.8,0.0},{6.4,-1.6,0.0}},//points2
        
        { {7.4,2.4,0.0},{7.4,0.6,0.0},{7.8,0.2,0.0},{8.8,-0.6,0.2}} //points3
    };
    
    /* Nurbs曲面的对象指针 */
    GLUnurbsObj  *theNurb;
    
    void display(void)
    {
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        //清楚颜色缓冲
        glColor3f(0.0, 0.0, 0.0);
        //glPushMatrix()和glPopMatrix()的配对使用可以消除上一次的变换对本次变换的影响
        glPushMatrix();
    
        //绘制控制线
        glLineWidth(1.5f); //设置线宽1.5
        glColor3f(0.0, 0.0, 1.0); //设置线颜色为蓝色
        for (int i = 0; i < 4; i++)
        {
            //设置类型为连续直线
            glBegin(GL_LINE_STRIP);
            //绘制列向的控制线
            for (int j = 0; j < 4; j++)
                glVertex3fv(ctrlpoints[i][j]);
            glEnd();
            //绘制横向的控制线
            glBegin(GL_LINE_STRIP);
            for (int j = 0; j < 4; j++)
                glVertex3fv(ctrlpoints[j][i]);
            glEnd();
        }
    
        //绘制控制点
        glPointSize(5.0f); //设置点的大小为5.0
        glColor3f(1.0, 0.0, 0.0); //设置点颜色为红色
        glBegin(GL_POINTS); //模式为POINTS
        for (int i = 0; i < 4; i++)
        {
            for (int j = 0; j < 4; j++)
            {
                glVertex3fv(ctrlpoints[i][j]);
            }
        }
        glEnd();
    
        //绘制B样条控制曲面
        GLfloat knots[8] = { 0.0,0.0,0.0,0.0,1.0,1.0,1.0,1.0 }; //B样条控制向量
        glLineWidth(1.0f); //设置线宽为1.0
        glColor3f(0.0, 0.0, 0.0); //线的颜色为黑色
    
        /* 创建一个Nurbs曲面的对象  并返回一个指向这个新对象的指针 */
        theNurb = gluNewNurbsRenderer();
        /* 设置该对象的属性 */
        gluNurbsProperty(theNurb, GLU_SAMPLING_TOLERANCE, 25.0); 
        gluNurbsProperty(theNurb, GLU_DISPLAY_MODE, GLU_OUTLINE_POLYGON);
        gluBeginSurface(theNurb);//开始绘制
        gluNurbsSurface(theNurb, //NURBS曲面对象
            8, knots,  //u向节点数目和节点数组指针
            8, knots,  //v向节点数目和节点数组指针
            4 * 3,  //u向的跨度 列优先保存 t_stride = 4 * s_count
            3,   //v向的跨度
            &ctrlpoints[0][0][0], //曲面控制点指针
            4, 4, //u方向、v方向阶数
            GL_MAP2_VERTEX_3 //曲面的类型
        );
    
        gluEndSurface(theNurb); //结束绘制
    
        for (int j = 0; j <= 8; j++)
        {
            glBegin(GL_LINE_STRIP);
            for (int i = 0; i <= 30; i++)
                glEvalCoord2f((GLfloat)i / 30.0, (GLfloat)j / 8.0);
            glEnd();
            glBegin(GL_LINE_STRIP);
            for (int i = 0; i <= 30; i++)
                glEvalCoord2f((GLfloat)j / 8.0, (GLfloat)i / 30.0);
            glEnd();
        }
        
        glPopMatrix();
        glFlush();
    }
    
    void reshape(int w, int h) 
    { 
        glViewport(0, 0, (GLsizei)w, (GLsizei)h); /* 设置观察窗口的大小 */ 
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        /* 设置正投影, 6个参数分别表示, 左修剪平面坐标, 右修剪平面坐标, 
        下修剪平面坐标, 上修剪平面坐标, 近修剪平面坐标, 远修剪平面坐标 */
        glOrtho(0.0, 10.0, -5.0 * (GLfloat)h / (GLfloat)w, 
            5.0 * (GLfloat)h / (GLfloat)w, -5.0, 5.0); 
        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();
    }
    
    void init(void)
    {
        glClearColor(1.0, 1.0, 1.0, 0.0);
        //激活该曲面函数
        glEnable(GL_MAP2_VERTEX_3); 
    }
    
    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();
        glutReshapeFunc(reshape);
        glutDisplayFunc(display);
        glutMainLoop();
        return 0;
    }
    
    

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