#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;
}
OpengGL B样条曲面绘制
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