#include <gl/glut.h>#include<math.h>#pragma comment(linker, "/subsystem:"windows" /entry:"mainCRTStartup"")int SCREEN_HEIGHT = ;int NUMPOINTS = 0;class Point{public:float x, y;void setxy(float x2, float y2){x = x2;y = y2;}};Point abc[4];Point bef[3];Point mid[2];Point link[];void myInit(){glClearColor(0.0, 0.0, 0.0, 0.0);glColor3f(1.0f, 0.0, 0.0);glPointSize(4.0);glMatrixMode(GL_PROJECTION);glLoadIdentity();gluOrtho2D(0.0, , 0.0, .0);}void drawDot(Point pt){glBegin(GL_POINTS);glVertex2f(pt.x, pt.y);glEnd();glFlush();}void drawLine(Point p1, Point p2){glBegin(GL_LINES);glVertex2f(p1.x, p1.y);glVertex2f(p2.x, p2.y);glEnd();glFlush();}//四个控制点的贝塞尔曲线 即三次Bezier曲线 void drawBezier(Point A, Point B, Point C, Point D){for (double t = 0.0; t <= 1.0; t = 0.){bef[0].setxy((1 - t)*A.x t*B.x, (1 - t)*A.y t*B.y);bef[1].setxy((1 - t)*B.x t*C.x, (1 - t)*B.y t*C.y);bef[2].setxy((1 - t)*C.x t*D.x, (1 - t)*C.y t*D.y);mid[0].setxy((1 - t)*bef[0].x t*bef[1].x, (1 - t)*bef[0].y t*bef[1].y);mid[1].setxy((1 - t)*bef[1].x t*bef[2].x, (1 - t)*bef[1].y t*bef[2].y);link[0].setxy((1 - t)*mid[0].x t*mid[1].x, (1 - t)*mid[0].y t*mid[1].y);glColor3f(1.0f, 1.0f, 0.0f);drawLine(bef[0], bef[1]);glColor3f(1.0f, 1.0f, 0.0f);drawLine(bef[1], bef[2]);glColor3f(1.0f, 1.0f, 0.0f);drawLine(mid[0], mid[1]);glColor3f(1.0f, 0.0f, 0.0f);drawDot(link[0]);glColor3f(0.0f, 0.0f, 0.0f);drawLine(bef[0], bef[1]);glColor3f(0.0f, 0.0f, 0.0f);drawLine(bef[1], bef[2]);glColor3f(0.0f, 0.0f, 0.0f);drawLine(mid[0], mid[1]);glColor3f(0.0, 1.0, 0.0);drawLine(abc[0], abc[1]);glColor3f(0.0, 1.0, 0.0);drawLine(abc[1], abc[2]);glColor3f(0.0, 1.0, 0.0);drawLine(abc[2], abc[3]);}}void myDisplay(){glClear(GL_COLOR_BUFFER_BIT);glFlush();}void ChangeSize(GLsizei width, GLsizei height){GLfloat aspect_init, aspect;glViewport(0, 0, width, height);glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);aspect_init = 4.0 / 3.0;aspect = 1.0*width / height;glMatrixMode(GL_PROJECTION);glLoadIdentity();//Keep Aspect of Current Windowif (aspect <= aspect_init)glViewport(0, (height - width / aspect) / 2, width, width / aspect_init);elseglViewport((width - height*aspect_init) / 2, 0, height*aspect_init, height);glMatrixMode(GL_MODELVIEW);glLoadIdentity();glOrtho(-2, 2, -2, 2, -2, 2);}void myMouse(int button, int state, int x, int y){if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN){abc[NUMPOINTS].setxy((float)x, (float)(SCREEN_HEIGHT - y));NUMPOINTS;if (NUMPOINTS == 4){glColor3f(1.0, 0.0, 1.0);drawDot(abc[0]);glColor3f(1.0, 0.0, 1.0);drawDot(abc[1]);glColor3f(1.0, 0.0, 1.0);drawDot(abc[2]);glColor3f(1.0, 0.0, 1.0);drawDot(abc[3]); glColor3f(0.0, 1.0, 0.0);drawLine(abc[0], abc[1]);glColor3f(0.0, 1.0, 0.0);drawLine(abc[1], abc[2]);glColor3f(0.0, 1.0, 0.0);drawLine(abc[2], abc[3]);//Point POld = abc[0];drawBezier(abc[0], abc[1], abc[2], abc[3]);glColor3f(1.0, 0.0, 1.0);drawDot(abc[0]);glColor3f(0.0, 1.0, 0.0);drawLine(abc[0], abc[1]);glColor3f(0.0, 1.0, 0.0);drawLine(abc[1], abc[2]);glColor3f(0.0, 1.0, 0.0);drawLine(abc[2], abc[3]);glColor3f(1.0, 0.0, 0.0);NUMPOINTS = 0;}}}void main(int argc, char **argv){glutInit(&argc, argv);// 在这里设置双缓冲区。 glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);glutInitWindowPosition(0, 0);glutInitWindowSize(, );glutCreateWindow("bezier");glutMouseFunc(myMouse);myInit();//glutIdleFunc(RenderScene);glutDisplayFunc(myDisplay);glutMainLoop();}
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