代码
#include <GLFW/glfw3.h>
#include<iostream>
#include<vector>
#include<cmath>
using namespace std;
#pragma comment( linker, "/subsystem:\"windows\" /entry:\"mainCRTStartup\"" )
#define WIDTH 900.f
#define HEIGHT 600.f
#define T 1
struct Color {
double r, g, b;
Color() { }
Color(double x, double y, double z)
:r(x), g(y), b(z) { }
} YELLOW(1, 1, 0), RED(1, 0, 0), BLACK(0.3, 0.3, 0.3);
struct Point {
double x, y;
Point() { }
Point(double a, double b)
:x(a), y(b) { }
Point(const Point &p) {
this->x = p.x;
this->y = p.y;
}
Point operator* (const double &t) {
return Point(t*this->x, t*this->y);
}
Point operator+ (const Point &p) {
return Point(this->x + p.x, this->y + p.y);
}
};
vector<Point> points;
vector<Point>::iterator moveIter, insertIter;
vector<Point> moving_points;
vector<Point> bezier_points;
bool MOVE = false, DEL = false, INS = false;
bool close_to(double x1, double y1, double x2, double y2) {
double dis = sqrt(pow(x1 - x2, 2) + pow(y1 - y2, 2));
if (dis <= 10) return true;
return false;
}
void drawControls(Color c) {
int beginMode[] = { GL_POINTS ,GL_LINE_STRIP };
for (int mode = 0; mode < 2; mode++) {
if (mode == 0) glPointSize(9);
glBegin(beginMode[mode]);
glColor3f(c.r, c.g, c.b);
for (auto iter = points.begin(); iter != points.end(); iter++) {
double xpos, ypos;
if (MOVE && !moving_points.empty() && iter == moveIter) {
xpos = moving_points[moving_points.size() - 1].x;
ypos = moving_points[moving_points.size() - 1].y;
}
else xpos = iter->x, ypos = iter->y;
xpos = (xpos - WIDTH / 2) / WIDTH * 2;
ypos = (HEIGHT / 2 - ypos) / HEIGHT * 2;
glVertex2f(xpos, ypos);
}
glEnd();
}
}
void drawCurve(Color c) {
glPointSize(2);
glBegin(GL_POINTS);
glColor3f(c.r, c.g, c.b);
for (auto p : bezier_points) {
double x = (p.x - WIDTH / 2) / WIDTH * 2;
double y = (HEIGHT / 2 - p.y) / HEIGHT * 2;
glVertex2f(x, y);
}
glEnd();
}
void deCasteliau(double t) {
vector<Point> deCas = points;
for (int k = 1; k < points.size(); k++)
for (int i = 0; i < points.size() - k; i++)
deCas[i] = (deCas[i] * (1 - t)) + (deCas[i + 1] * t);
if (!deCas.empty())
bezier_points.push_back(deCas[0]);
}
void bezier() {
bezier_points.clear();
for (double t = 0; t < T; t += 0.0001)
deCasteliau(t);
}
void leftButtonOP(GLFWwindow *window, double x, double y) {
for (auto iter = points.begin(); !DEL && !MOVE && iter != points.end(); iter++) {
if (close_to(iter->x, iter->y, x, y)) {
MOVE = true;
moveIter = iter;
break;
}
}
if (MOVE)
moving_points.emplace_back(x, y);
}
void cursorPosCallback(GLFWwindow *window, double x, double y) {
if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == 1) {
leftButtonOP(window, x, y);
}
}
void mouseButtonCallback(GLFWwindow *window, int button, int action, int mods) {
double xpos, ypos;
glfwGetCursorPos(window, &xpos, &ypos);
if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
if (DEL) {
for (auto iter = points.begin(); iter != points.end(); iter++) {
if (close_to(iter->x, iter->y, xpos, ypos)) {
points.erase(iter);
break;
}
}
bezier();
}
}
else if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_RELEASE) {
if (MOVE) {
moveIter->x = xpos;
moveIter->y = ypos;
}
else if(!MOVE && !DEL)
points.emplace_back(xpos, ypos);
bezier();
MOVE = false;
moving_points.clear();
}
else if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS) {
for (insertIter = points.begin(); insertIter != points.end(); insertIter++) {
if (close_to(xpos, ypos, insertIter->x, insertIter->y)) {
INS = true;
break;
}
}
}
else if (INS && button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_RELEASE) {
points.insert(insertIter, Point(xpos, ypos));
INS = false;
bezier();
}
}
void keyCallback(GLFWwindow *window, int key, int sancode, int action, int mods) {
if (key == GLFW_KEY_DELETE && action == GLFW_PRESS) {
DEL = true;
}
else if(key == GLFW_KEY_DELETE && action == GLFW_RELEASE) {
DEL = false;
}
else if (key == GLFW_KEY_ENTER && action == GLFW_PRESS) {
points.clear();
moving_points.clear();
MOVE = false;
DEL = false;
}
else if (key == GLFW_KEY_SPACE && action == GLFW_PRESS) {
points.clear();
moving_points.clear();
bezier_points.clear();
MOVE = false;
DEL = false;
}
}
int main(void)
{
GLFWwindow* window;
if (!glfwInit())
return -1;
window = glfwCreateWindow(WIDTH, HEIGHT, "Bezier Curve", NULL, NULL);
glfwSetWindowPos(window, 600, 200);
if (!window)
{
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
while (!glfwWindowShouldClose(window))
{
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glfwSetMouseButtonCallback(window, mouseButtonCallback);
glfwSetCursorPosCallback(window, cursorPosCallback);
glfwSetKeyCallback(window, keyCallback);
drawControls(YELLOW);
if (!MOVE) {
drawCurve(RED);
}
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}