2024年4月1日发(作者:)

上一节讲了一般的曲线与曲面的绘制,本节讲NURBS曲线和曲面的绘制。

例11:此例绘制两个相同形状的NURBS曲面,不同之处是一个为线框式,一个是由

实多边形组成。运行后可以看到其中的区别,如图十三所示。

#include

#include

GLUnurbsObj *theNurb1;

GLUnurbsObj *theNurb2;

GLfloat ctrlpoints[5][5][3] = {{{-3,0.5,0},{-1,1.5,0},{-2,2,0},{1,-1,0},{-5,0,0}},

{{-3,0.5,-1},{-1,1.5,-1},{-2,2,-1},{1,-1,-1},{-5,0,-1}},

{{-3,0.5,-2},{-1,1.5,-2},{-2,2,-2},{1,-1,-2},{-5,0,-2}},

{{-3,0.5,-3},{-1,1.5,-3},{-2,2,-3},{1,-1,-3},{-5,0,-3}},

{{-3,0.5,-4},{-1,1.5,-4},{-2,2,-4},{1,-1,-4},{-5,0,-4}}};//控制点

GLfloat mat_diffuse[] = {1.0,0.5,0.1,1.0};

GLfloat mat_specular[] = {1.0,1.0,1.0,1.0};

GLfloat mat_shininess[] = {100.0};

GLfloat light_position[] = {0.0,-10.0,0.0,1.0};

void myInit(void)

{

glClearColor(1.0,1.0,1.0,0.0);//设置背景色

/*为光照模型指定材质参数*/

glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);

glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);

glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess);

glLightfv(GL_FRONT,GL_POSITION,light_position);//设置光源参数

glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);//设置光照模型参数

/*激活光照*/

glEnable(GL_LIGHTING);

glEnable(GL_LIGHT0);

glDepthFunc(GL_LEQUAL);

glEnable(GL_DEPTH_TEST);

glEnable(GL_LEQUAL);

glEnable(GL_AUTO_NORMAL);

glEnable(GL_NORMALIZE);

/*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);

glFrontFace(GL_CW);

glShadeModel(GL_SMOOTH);

glEnable(GL_LINE_SMOOTH);

theNurb1 = gluNewNurbsRenderer();//创建NURBS对象theNurb1

gluNurbsProperty(theNurb1,GLU_SAMPLING_TOLERANCE,25.0);

gluNurbsProperty(theNurb1,GLU_DISPLAY_MODE,GLU_OUTLINE_POLYGON);

theNurb2 = gluNewNurbsRenderer();//创建NURBS对象theNurb2

gluNurbsProperty(theNurb2,GLU_SAMPLING_TOLERANCE,25.0);

gluNurbsProperty(theNurb2,GLU_DISPLAY_MODE,GLU_FILL);

}

int spin = 0;

/*接收键盘指令*/

static void myKey(unsigned char key,int x,int y)

{

switch(key)

{

case'd':

spin = spin + 1;

glRotatef(spin,1.0,1.0,0.0);

glutPostRedisplay();

break;

case 27:

exit(0);

default:

break;

}

}

/*绘制曲面*/

void myDisplay(void)

{

GLfloat knots[10] = {0.0,0.0,0.0,0.0,0.0,1.0,1.0,1.0,1.0,1.0};

glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

glRotatef(50.0,1.0,1.0,0.0);

/*第一个曲面*/

glPushMatrix();

glTranslatef(1.0,0.0,0.0);

gluBeginSurface(theNurb1);

/*定义曲面形状*/

gluNurbsSurface(theNurb1,10,knots,10,knots,5*3,3,&ctrlpoints[0][0][0],5,5,GL_MAP2_VERTEX_3);

gluEndSurface(theNurb1);

glPopMatrix();

/*第二个曲面*/

glPushMatrix();

glTranslatef(7.0,0.0,0.0);

gluBeginSurface(theNurb2);

/*定义曲面形状*/

gluNurbsSurface(theNurb2,10,knots,10,knots,5*3,3,&ctrlpoints[0][0][0],5,5,GL_MAP2_VERTEX_3);

gluEndSurface(theNurb2);

glPopMatrix();

glutSwapBuffers();

}

void myReshape(GLsizei w,GLsizei h)

{

glViewport(0,0,w,h);

glMatrixMode(GL_PROJECTION);

glLoadIdentity();

gluPerspective(50.0,(GLfloat)w/(GLfloat)h,1.0,15.0);

glMatrixMode(GL_MODELVIEW);

glLoadIdentity();

glTranslatef(0.0,0.0,-9.0);

}

int main(int argc,char ** argv)

{

/*初始化*/

glutInit(&argc,argv);

glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB|GLUT_DEPTH);

glutInitWindowSize(600,400);

glutInitWindowPosition(200,200);

/*创建窗口*/

glutCreateWindow("NURBS surface");

/*绘制与显示*/

myInit();

glutKeyboardFunc(myKey);

glutReshapeFunc(myReshape);

glutDisplayFunc(myDisplay);

/*进入GLUT事件处理循环*/

glutMainLoop();

return(0);

}

·GLUnurbsObj* glNewNurbsRenderer()创建一个NURBS对象,并返回一个指向该

对象的指针。如果没有足够的内存分配给该对象,则返回值为0。

·void gluNurbsProperty(GLUnurbsObj* nobj, GLenum property, GLfloat value)设置

NURBS属性。

nobj 指向NURBS对象的指针。

property需设置的属性。

value 设置指定属性的值。

·glBeginSurface及gluEndSurface两个函数一起限定一个NURBS面的定义。返回值

均为void,参数均为GLUnurbsObj* nobj,为指向NURBS对象的指针。

·void gluNurbsSurface(GLUnurbsObj *nobj, Glint knot_count, GLfloat tknot_count,

GLfloat *tknot, Glint s_stride, Glint t_stride, GLfloat *ctlarry, GLint sorder, GLint

torder,GLenum type) 定义NURBS曲面形状。

nobj 指向NURBS对象的指针。

sknot_count 参数化u方向上的节点数。

sknot 参数化u方向上的非递减节点值。

tknot_count 参数化v方向上的节点数。

tknot 参数化v方向上的非递减节点值。

s_stride在ctlarry中参数化u方向上相邻控制点的偏移量。

t_stride在ctlarry中参数化v方向上相邻控制点的偏移量。

ctlarryNURBS的控制点数组。

sorder参数化u方向上NURBS的阶数,阶数比维数大1。

torder参数化v方向上NURBS的阶数,阶数比维数大1。

type曲面类型。

图十三:NURBS曲面

例12:绘制一个彩色的曲线,曲线闭合成圆。在曲线的边缘绘制8个点,如图十四所

示。

#include

#include

GLUnurbsObj *theNurb;

GLfloat ctrlpoints[12][3] = {{4,0,0},{2.828,2.828,0},{0,4,0},{-2.828,2.828,0},

{-4,0,0},{-2.828,-2.828,0},{0,-4,0},{2.828,-2.828,0},

{4,0,0},{2.828,2.828,0},{0,4,0},{2.828,2.828,0}};//控制点

GLfloat color[12][3]={{1.0,0.0,0.0},{1.0,1.0,0.0},{0.0,1.0,0.0},{-1.0,1.0,0.0},

{-1.0,0.0,0.0},{-1.0,-1.0,0.0},{0.0,-1.0,0.0},{1.0,-1.0,0.0},

{1.0,0.0,0.0},{1.0,1.0,0.0},{0.0,1.0,0.0},{1.0,1.0,0.0}};

GLfloat knots[15] = {1,2,3,4,5,6,7,8,9,10,11,12,13,14,15};

void myInit(void)

{

glClearColor(1.0,1.0,1.0,0.0);//设置背景色

theNurb = gluNewNurbsRenderer();//创建NURBS对象theNurb

gluNurbsProperty(theNurb,GLU_SAMPLING_TOLERANCE,10);

}

/*绘制曲线*/

void myDisplay(void)

{

int i;

glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

glColor3f(0.0,0.0,0.0);

glLineWidth(3.0);

/*绘制曲线*/

gluBeginCurve(theNurb);

gluNurbsCurve(theNurb,15,knots,3,&ctrlpoints[0][0],3,GL_MAP1_VERTEX_3);

gluNurbsCurve(theNurb,15,knots,3,&ctrlpoints[0][0],3,GL_MAP1_COLOR_4);

gluEndCurve(theNurb);

/*绘制点*/

glColor3f(1.0,0.0,0.0);

glPointSize(5.0);

glBegin(GL_POINTS);

for(i = 0;i < 8;i++)

glVertex2fv(&ctrlpoints[i][0]);

glEnd();

glutSwapBuffers();

}

void myReshape(GLsizei w,GLsizei h)

{

glViewport(0,0,w,h);

glMatrixMode(GL_PROJECTION);

glLoadIdentity();

if(w <=h)

glOrtho(-10.0,10.0,-10.0*(GLfloat)h/(GLfloat)w,10.0*(GLfloat)h/(GLfloat)w,-10.0,10.0);

else

glOrtho(-10.0*(GLfloat)w/(GLfloat)h,10.0*(GLfloat)w/(GLfloat)h,-10.0,10.0,-10.0,10.0);

glMatrixMode(GL_MODELVIEW);

glLoadIdentity();

glTranslatef(0.0,0.0,-9.0);

}

int main(int argc,char ** argv)

{

/*初始化*/

glutInit(&argc,argv);

glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB|GLUT_DEPTH);

glutInitWindowSize(600,400);

glutInitWindowPosition(200,200);

/*创建窗口*/

glutCreateWindow("NURBS curve");

/*绘制与显示*/

myInit();

glutReshapeFunc(myReshape);

glutDisplayFunc(myDisplay);

glutMainLoop();

return(0);

}

·gluBeginCurve,gluEndCurve限定NURBS曲面。返回值均为void,参数均为

GLUnurbsObj* nobj,为指向NURBS对象的指针。

·void gluNurbsCurve(GLUnurbsObj *nobj, GLint nknots, GLfloat *knot, Glint stride,

GLfloat *ctlarray, GLint order,GLenum type)定义曲线形状。

nobj 指向NURBS对象的指针。

nknots 节点数,节点数等于控制点数加上阶数。

knot nknots数组非递减节点值。

stride相邻控制点的偏移量。

Ctlarry指向NURBS的控制点数组的指针。

order NURBS曲线的阶数,阶数比维数大1。

type曲面类型。

图十四:NURBS曲线