suzhuorui |
2020-09-30 18:17 |
QT,Opengl绘制贝塞尔曲面
大佬们帮我看看为什么绘制不出来啊,不知道时那里的问题。困扰我一天了,希望大佬们留步帮我看看问题所在。
- struct BEZIER_PATCH //贝塞尔曲面结构体
{ Point_3D anchors[4][4]; //控制点坐标 GLuint dlBPatch; //储存显示列表地址 GLuint texture; //储存绘制的纹理 } m_Mybezier; //储存要绘制的贝塞尔曲面数据
- class Point_3D
{ public: Point_3D(); Point_3D(double x, double y, double z);
double x()const; double y()const; double z()const;
Point_3D operator +(const Point_3D &a); Point_3D operator *(double c);
private: double m_x,m_y,m_z;
};
- void GLWidget::initializeGL()
{ //initializeOpenGLFunctions(); //启用纹理映射 QPixmap *a=new QPixmap(); if(!a->load("G:/WorkSpace/Qt/My3D_4/asd.bmp")) { qDebug("图片未加载成功"); } m_Mybezier.texture = bindTexture(*a); m_Mybezier.dlBPatch = genBezier(); glEnable( GL_TEXTURE_2D );// 启用2D纹理 glClearColor(0.1f, 0.1f, 0.4f, 0.1f); //背景 glShadeModel(GL_SMOOTH); //启用阴影平滑 glClearDepth(1.0); //设置深度缓存 glEnable(GL_DEPTH_TEST); //启用深度测试 glEnable(GL_CULL_FACE); //开启剔除操作 glDepthFunc(GL_LEQUAL); //所作深度测试的类型 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); //告诉系统对透视进行修正 }
Point_3D GLWidget::bernstein(float u, Point_3D *p) { Point_3D a = p[0] * pow(u, 3); Point_3D b = p[1] * (3*pow(u, 2)*(1-u)); Point_3D c = p[2] * (3*u*pow(1-u, 2)); Point_3D d = p[3] * pow(1-u, 3);
Point_3D r = a + b + c + d; return r; }
GLuint GLWidget::genBezier() { GLuint drawlist = glGenLists(1); //分配1个显示列表的空间 Point_3D temp[4]; //根据每一条曲线的细分数,分配相应的内存 Point_3D *last = (Point_3D*)malloc(sizeof(Point_3D)*(m_Divs+1));
if (m_Mybezier.dlBPatch != 0) //如果显示列表存在,则删除 { glDeleteLists(m_Mybezier.dlBPatch, 1); }
temp[0] = m_Mybezier.anchors[0][3]; //获得u方向的四个控制点 temp[1] = m_Mybezier.anchors[1][3]; temp[2] = m_Mybezier.anchors[2][3]; temp[3] = m_Mybezier.anchors[3][3];
for (int v=0; v<=m_Divs; v++) //根据细分数,创建各个分割点的参数 { float py = ((float)v)/((float)m_Divs); last[v] = bernstein(py, temp); //使用bernstein函数求得分割点坐标 }
glNewList(drawlist, GL_COMPILE); //绘制一个新的显示列表 glBindTexture(GL_TEXTURE_2D, m_Mybezier.texture); //绑定纹理 for (int u=1; u<=m_Divs; u++) { float px = ((float)u)/((float)m_Divs); //计算v方向上的细分点的参数 float pxold = ((float)u-1.0f)/((float)m_Divs); //上一个v方向的细分点的参数
temp[0] = bernstein(px, m_Mybezier.anchors[0]); //计算每个细分点v方向上贝塞尔曲面的控制点 temp[1] = bernstein(px, m_Mybezier.anchors[1]); temp[2] = bernstein(px, m_Mybezier.anchors[2]); temp[3] = bernstein(px, m_Mybezier.anchors[3]);
glBegin(GL_TRIANGLE_STRIP); //开始绘制三角形带 for (int v=0; v<=m_Divs; v++) { float py = ((float)v)/((float)m_Divs); //沿着u方向顺序绘制 glTexCoord2f(pxold, py); //设置纹理坐标并绘制一个顶点 glVertex3d(last[v].x(), last[v].y(), last[v].z());
last[v] = bernstein(py, temp); //计算下一个顶点 glTexCoord2f(px, py); //设置纹理坐标并绘制新的顶点 glVertex3d(last[v].x(), last[v].y(), last[v].z()); } glEnd(); //结束三角形带的绘制 } glEndList(); //显示列表绘制结束
free(last); //释放分配的内存 return drawlist; //返回创建的显示列表 }
void GLWidget::initBezier() { m_Mybezier.anchors[0][0] = Point_3D(-0.75, -0.75, -0.50); m_Mybezier.anchors[0][1] = Point_3D(-0.25, -0.75, 0.00); m_Mybezier.anchors[0][2] = Point_3D( 0.25, -0.75, 0.00); m_Mybezier.anchors[0][3] = Point_3D( 0.75, -0.75, -0.50);
m_Mybezier.anchors[1][0] = Point_3D(-0.75, -0.25, -0.75); m_Mybezier.anchors[1][1] = Point_3D(-0.25, -0.25, 0.50); m_Mybezier.anchors[1][2] = Point_3D( 0.25, -0.25, 0.50); m_Mybezier.anchors[1][3] = Point_3D( 0.75, -0.25, -0.75);
m_Mybezier.anchors[2][0] = Point_3D(-0.75, 0.25, 0.00); m_Mybezier.anchors[2][1] = Point_3D(-0.25, 0.25, -0.50); m_Mybezier.anchors[2][2] = Point_3D( 0.25, 0.25, -0.50); m_Mybezier.anchors[2][3] = Point_3D( 0.75, 0.25, 0.00);
m_Mybezier.anchors[3][0] = Point_3D(-0.75, 0.75, -0.50); m_Mybezier.anchors[3][1] = Point_3D(-0.25, 0.75, -1.00); m_Mybezier.anchors[3][2] = Point_3D( 0.25, 0.75, -1.00); m_Mybezier.anchors[3][3] = Point_3D( 0.75, 0.75, -0.50);
m_Mybezier.dlBPatch = 0; //默认的显示列表为0 }
void GLWidget::paintGL() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //清除屏幕和深度缓存
glLoadIdentity(); //重置模型观察矩阵 glTranslatef(0.0f, 0.2f, -3.0f); glRotatef(-75.0f, 1.0f, 0.0f, 0.0f); glRotatef(m_Rot, 0.0f, 0.0f, 1.0f); //绕z轴旋转
glCallList(m_Mybezier.dlBPatch); //调用显示列表,绘制贝塞尔曲面
glDisable(GL_TEXTURE_2D); //禁用纹理贴图 glColor3f(1.0f, 0.0f, 0.0f); //设置颜色为红色 for (int i=0; i<4; i++) //绘制水平线 { glBegin(GL_LINE_STRIP); for (int j=0; j<4; j++) { glVertex3d(m_Mybezier.anchors[i][j].x(),m_Mybezier.anchors[i][j].y(),m_Mybezier.anchors[i][j].z()); } glEnd(); } for (int i=0; i<4; i++) //绘制垂直线 { glBegin(GL_LINE_STRIP); for (int j=0; j<4; j++) { glVertex3d(m_Mybezier.anchors[j][i].x(),m_Mybezier.anchors[j][i].y(),m_Mybezier.anchors[j][i].z()); } glEnd(); } glColor3f(1.0f, 1.0f, 1.0f); //恢复OpenGL属性 glEnable(GL_TEXTURE_2D);
}
void GLWidget::resizeGL(int w, int h) { m_proj.setToIdentity(); m_proj.perspective(45.0f, GLfloat(w) / h, 0.01f, 100.0f); }
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