VC6 下载
http://blog.csdn.net/bcbobo21cn/article/details/44200205
opengl环境配置
http://blog.csdn.net/bcbobo21cn/article/details/51044614#t4
以下的demo工程
http://pan.baidu.com/s/1kVGmRAJ
#include
#include
#include
#include
//GLfloat ctrlpoints[5][5][3] = {{{-2,0,0},{-1,1,0},{0,0,0},{1,-1,0},{2,0,0}},
//{{-2,0,-1},{-1,1,-1},{0,0,-1},{1,-1,-1},{2,0,-1}},
//{{-2,0,-2},{-1,1,-2},{0,0,-2},{1,-1,-2},{2,0,-2}},
//{{-2,0,-3},{-1,1,-3},{0,0,-3},{1,-1,-3},{2,0,-3}},
//{{-2,0,-4},{-1,1,-4},{0,0,-4},{1,-1,-4},{2,0,-4}}};
GLfloat ctrlpoints[5][5][3] = {{{-3,0,0},{-1,1,0},{0,0,0},{1,-1,0},{3,0,0}},
{{-3,0,-1},{-1,1,-1},{0,0,-1},{1,-1,-1},{3,0,-1}},
{{-3,0,-3},{-1,1,-3},{0,0,-3},{1,-1,-3},{3,0,-3}},
{{-3,0,-3},{-1,1,-3},{0,0,-3},{1,-1,-3},{3,0,-3}},
{{-3,0,-4},{-1,1,-4},{0,0,-4},{1,-1,-4},{3,0,-4}}};
GLfloat mat_ambient[] = {0.1,0.1,0.1,1.0};
GLfloat mat_diffuse[] = {1.0,0.6,0.0,1.0};
GLfloat mat_specular[] = {1.0,1.0,1.0,1.0};
GLfloat light_ambient[] = {0.1,0.1,0.1,1.0};
//GLfloat light_diffuse[] = {1.0,1.0,1.0,0.0};
GLfloat light_diffuse[] = {0.2,1.0,0.2,0.0};
GLfloat light_specular[] = {1.0,1.0,1.0,0.0};
GLfloat light_position[] = {2.0,23.0,-4.0,1.0};
void myInit(void)
{
glClearColor(0.0,0.0,0.0,0.0);//设置背景色
/*为光照模型指定材质参数*/
glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient);
glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
glMaterialf(GL_FRONT,GL_SHININESS,60.0);
/*设置光源参数*/
glLightfv(GL_LIGHT0,GL_AMBIENT,light_ambient);
glLightfv(GL_LIGHT0,GL_DIFFUSE,light_diffuse);
glLightfv(GL_LIGHT0,GL_SPECULAR,light_specular);
glLightfv(GL_LIGHT0,GL_POSITION,light_position);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
/*enable depth comparisons and update the depth buffer*/
glEnable(GL_DEPTH_TEST);
/*设置特殊效果*/
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glHint(GL_LINE_SMOOTH_HINT,GL_DONT_CARE);
glEnable(GL_BLEND);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
glFrontFace(GL_CW);
glShadeModel(GL_SMOOTH);
glEnable(GL_LINE_SMOOTH);
}
void myDisplay(void)
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glColor3f(0.4,0.4,0.4);
glTranslatef(0.0,-1.0,0.0);
glRotatef(50.0,1.0,0.0,0.0);
glPushMatrix();
/*绘制曲面*/
glEnable(GL_MAP2_VERTEX_3);
glMap2f(GL_MAP2_VERTEX_3,0,1,3,5,0,1,15,5,&ctrlpoints[0][0][0]);
glMapGrid2f(10.0,0.0,1.0,10.0,0.0,1.0);
glEvalMesh2(GL_FILL,0,10.0,0,10.0);
glPopMatrix();
glutSwapBuffers();
}
void myReshape(GLsizei w,GLsizei h)
{
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0,(GLfloat)w/(GLfloat)h,1.0,100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0,0.0,-5.0);
}
int main(int argc,char ** argv)
{
/*初始化*/
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB|GLUT_DEPTH);
glutInitWindowSize(400,400);
glutInitWindowPosition(200,200);
/*创建窗口*/
glutCreateWindow("lighted Bezier surface");
/*绘制与显示*/
myInit();
glutReshapeFunc(myReshape);
glutDisplayFunc(myDisplay);
/*进入GLUT事件处理循环*/
glutMainLoop();
return(0);
}
void glMap2f(GLenum target,GLfloat u1,GLfloat u2,Glint ustride, Glint uorder, GLfloat v1, GLfloat v2, Glint vstride, Glint vorder, const GLfloat *points);
定义2维求值器。
target指定求值器生成的数值类型。本例中的GL_MAP2_VERTEX_3 指明每一个控制点为x、y、z表示的三个浮点值。
u1,u2指定线性映射。
ustride 指定控制点Rij的起始点和控制点 R(i+1)j的的起始点之间单精度或双精度浮点值的个数。这里i和j分别是u和v控制点索引,它允许控制点装入任意的数据结构中。唯一的限制是对于特定控制点的数值必须存在连续的内存单元。
uorder控制点数组在u轴方向上的维数。
v1,v2指定线性映射v
vstride指定控制点Rij的起始点和控制点 Ri(j+ 1)的起始点之间单精度或双精度浮点值的个数。这里i和j分别是u和v控制点索引,它允许控制点装入任意的数据结构中。唯一的限制是对于特定控制点的数值必须存在连续的内存单元。
vorder控制点数组在v轴方向上的维数。
points 一个指向控制点数组的指针。
glMapGrid定义一维或二维网格。
void glMapGrid2f(Glint un, GLfloat u1, GLfloat u2,Glint vn, GLfloat v1,GLfloat v2);
un 在网格[u1,u2]中的分段数目。
u1,u2 指定整数网格范围 i= 0;i= un的映射。
vn在网格[v1,v2]中的分段数目。
v1,v2 指定整数网格范围 j = 0;j= vn的映射。
glEvalMesh 计算一维或二维点或线网格。
void glEvalMesh2(GLenum mode,Glint i1,Glint i2,Glint j1,Glint j2);
mode 指定是否计算二维点、线或多边形的网格。
i1,i2 分别为网格定义域变量i的第一个和最后一个整数值。
j1,j2分别为网格定义域变量j的第一个和最后一个整数值。
glMapGrid和glEvalMesh用来生成并求取一系列等间隔的网格点,glEvalMesh逐步计算一维或二维网格,他的定义范围由glMap指定。mode决定最终计算的顶点是绘制为点、线还是充实的多边形。
以下分别是两组不同控制点的效果;控制点坐标在代码中;
#include "gl/glut.h"
int Line_Count = 80;
// 线条数越大 曲面越平滑
// 线条数越小 曲面越粗糙
// 可以从 左下 右下 两条曲线得到对比
// 左上曲线控制点
GLfloat ControlPoints0[4][3] =
{
{ -4.0 , 1.0 , 0.0 } , // 控制点在数组中的顺序决定曲线样式
{ -1.0 , 1.0 , 0.0 } ,
{ -1.0 , 4.0 , 0.0 } ,
{ -4.0 , 4.0 , 0.0 }
};
// 右上曲线控制点
GLfloat ControlPoints1[4][3] =
{
{ 4.0 , 1.0 , 0.0 } ,
{ 1.0 , 4.0 , 0.0 } ,
{ 1.0 , 1.0 , 0.0 } ,
{ 4.0 , 4.0 , 0.0 }
};
// 右下曲线控制点
GLfloat ControlPoints2[4][3] =
{
{ 1.0 , -4.0 , 0.0 } ,
{ 4.0 , -4.0 , 0.0 } ,
{ 1.0 , -1.0 , 0.0 } ,
{ 4.0 , -1.0 , 0.0 }
};
// 左下曲线控制点
GLfloat ControlPoints3[4][3] =
{
{ -4.0 , -4.0 , 0.0 } ,
{ -1.0 , -4.0 , 0.0 } ,
{ -4.0 , -1.0 , 0.0 } ,
{ -1.0 , -1.0 , 0.0 }
};
void Display( void )
{
int i;
glClear( GL_COLOR_BUFFER_BIT );
glLoadIdentity();
// 先绘制控制点 再绘制曲线
// 左上曲线
glMap1f(GL_MAP1_VERTEX_3, 0.0, 1.0, 3, 4, &ControlPoints0[0][0]);
glColor3f( 0 , 0 , 1.0 );
glBegin( GL_POINTS );
for( i = 0 ; i < 4 ; i++ )
{
glVertex3fv( ControlPoints0[i] );
}
glEnd();
glColor3f(0.0, 1.0, 0.0);
glBegin( GL_LINE_STRIP );
for( i = 0 ; i <= Line_Count ; i++ )
{
glEvalCoord1f( (GLfloat)i/Line_Count );
}
glEnd();
// 右上曲线
glMap1f(GL_MAP1_VERTEX_3, 0.0, 1.0, 3, 4, &ControlPoints1[0][0]);
glColor3f( 1.0 , 0.0 , 0.0 );
glBegin( GL_POINTS );
for( i = 0 ; i < 4 ; i++ )
{
glVertex3fv( ControlPoints1[i] );
}
glEnd();
glColor3f(0.0, 1.0, 0.0);
glBegin( GL_LINE_STRIP );
for( i = 0 ; i <= Line_Count ; i++ )
{
glEvalCoord1f( (GLfloat)i/Line_Count );
}
glEnd();
// 右下曲线
glMap1f(GL_MAP1_VERTEX_3, 0.0, 1.0, 3, 4, &ControlPoints2[0][0]);
glColor3f( 0.0 , 0.0 , 1.0 );
glBegin( GL_POINTS );
for( i = 0 ; i < 4 ; i++ )
{
glVertex3fv( ControlPoints2[i] );
}
glEnd();
glColor3f(0.0, 1.0, 0.0);
glBegin( GL_LINE_STRIP );
for( i = 0 ; i <= Line_Count ; i++ )
{
glEvalCoord1f( (GLfloat)i/Line_Count );
}
glEnd();
// 左下曲线
Line_Count = 8; // 降低线条数 曲线变粗糙
glMap1f(GL_MAP1_VERTEX_3, 0.0, 1.0, 3, 4, &ControlPoints3[0][0]);
glColor3f( 1.0 , 1.0 , 0.0 );
glBegin( GL_POINTS );
for( i = 0 ; i < 4 ; i++ )
{
glVertex3fv( ControlPoints3[i] );
}
glEnd();
glColor3f(0.0, 1.0, 0.0);
glBegin( GL_LINE_STRIP );
for( i = 0 ; i <= Line_Count ; i++ )
{
glEvalCoord1f( (GLfloat)i/Line_Count );
}
glEnd();
glFlush();
}
void Initialize()
{
glClearColor( 0.0 , 0.0 , 0.0 , 0.0 );
glShadeModel( GL_SMOOTH );
glEnable(GL_MAP1_VERTEX_3);
glEnable( GL_LINE_SMOOTH ); // 平滑线条
glPointSize( 6.0 ); // 把点变大一点 看的清楚
}
void Reshape( int Width , int Height )
{
glViewport( 0 , 0 , (GLsizei)Width , (GLsizei)Height );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
if( Width <= Height )
{
glOrtho( -5.0 , 5.0 , -5.0 * (GLfloat)Height / (GLfloat)Width , 5.0 * (GLfloat)Height / (GLfloat)Width , -5.0 , 5.0 );
}
else
{
glOrtho( -5.0 * (GLfloat)Width / (GLfloat)Height , 5.0 * (GLfloat)Width / (GLfloat)Height , -5.0 , 5.0 , -5.0 , 5.0 );
}
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
}
void main()
{
glutInitDisplayMode( GLUT_SINGLE | GLUT_RGB );
glutInitWindowSize( 700 , 700 );
glutInitWindowPosition( 162 , 34 );
glutCreateWindow( "Bezier Curve" );
Initialize();
glutDisplayFunc( Display );
glutReshapeFunc( Reshape );
glutMainLoop();
}