Opengl+VS2022 自由曲线曲面的绘制(鼠标选取随意选取多个控制点点,每四个控制点绘制一条3次的Bezier曲线),着色器版本

运行结果

话不多说,直接上源码

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include<glm/glm.hpp>
#include<glm/gtc/matrix_transform.hpp>
#include<glm/gtc/type_ptr.hpp>
#include<glut.h>
#include<vector>
#include <iostream>
#include<math.h>
#include <windows.h>
#include<random>

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
void mouseCB(int button, int state, int x, int y);
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods);
void cursor_position_callback(GLFWwindow* window, double xpos, double ypos);
// settings
 unsigned int SCR_WIDTH = 800;
 unsigned int SCR_HEIGHT = 800;

struct Vertex {
    glm::vec2 position;
};

const char* vertexShaderSource = "#version 430 core\n"      //顶点着色器
"layout (location = 0) in vec2 aPos;\n"
"void main()\n"
"{\n"
"   gl_Position = vec4(aPos.x, aPos.y, 0, 1.0);\n"
"}\0";
const char* fragmentShaderSource = "#version 430 core\n"   //片元着色器
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
"   FragColor = vec4(1.0f, 0.9f, 1.0f, 1.0f);\n"
"}\n\0";
const char* vertexShaderSource_clock = "#version 430 core\n"      //顶点着色器
"layout (location = 0) in vec3 aPos;\n"
"uniform float R; \n"
"void main()\n"
"{\n"
"   gl_Position =  vec4(aPos.x, aPos.y,aPos.z, 1.0);\n"
"}\0";
const char* vertexShaderSource_clock_point = "#version 430 core\n"      //顶点着色器
"layout (location = 0) in vec3 aPos;\n"
"uniform mat4 trans; \n"
"uniform float R; \n"
"void main()\n"
"{\n"
"   gl_Position =trans*  vec4(aPos.x, aPos.y,aPos.z, 1.0);\n"
"}\0";
bool mouseLeftDown;

double mouseX = 0.0;
double mouseY = 0.0;
std::vector<glm::vec2>vect_mouse,vect_point_Bezizer;
int main(int argc, char** argv)
{
    // glfw: initialize and configure
    // ------------------------------
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);//注册一系列函数
    glutInit(&argc, argv);
#ifdef __APPLE__
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif

    // glfw window creation
    // --------------------
    GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "OpenGL_homework_01", NULL, NULL);
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
    // 注册鼠标移动回调函数
    glfwSetCursorPosCallback(window, cursor_position_callback);

    // 注册鼠标按钮点击回调函数
    glfwSetMouseButtonCallback(window, mouse_button_callback);

    // glad: load all OpenGL function pointers
    // ---------------------------------------
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "初始化GLAD失败" << std::endl;
        return -1;
    }


    // build and compile our shader program
    // ------------------------------------
    // vertex shader
    unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);  //创建着色器vertexShader
    glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
    glCompileShader(vertexShader);
    int success;
    char infoLog[512];
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);  //检查着色器的编译状态
    if (!success)
    {
        glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
    }
    // fragment shader(点着色器)
    unsigned int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
    glCompileShader(fragmentShader);



    // check for shader compile errors
    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    if (!success)
    {
        glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
    }
    // link shaders (片元着色器)
    unsigned int shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);//装载着色器
    glLinkProgram(shaderProgram);

    // check for linking errors
    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);  //检查着色器的链接状态
    if (!success) {
        glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
        std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
    }
    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);
  

   //clock
  

    std::vector<glm::vec2> vert,vect;

    struct Vertex
    {
        glm::vec2 x;
    };
    std::random_device rd;
    std::mt19937 gen(rd());
    std::uniform_real_distribution<float> dis(-1.0f, 1.0f);
    unsigned int VBOs[5], VAOs[5], EBO;
    glGenVertexArrays(1, &VAOs[3]);  //绑定VAO
    glGenBuffers(1, &VBOs[3]);  //绑定VBO

    glBindVertexArray(VAOs[3]);

    glBindBuffer(GL_ARRAY_BUFFER, VBOs[3]);
    //glBufferData(GL_ARRAY_BUFFER,sizeof(Vertex)*100,nullptr, GL_DYNAMIC_DRAW);
    glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * vect_mouse.size(), vect_mouse.data(), GL_DYNAMIC_DRAW);
    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
    glEnableVertexAttribArray(0);
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glBindVertexArray(0);
    glGenVertexArrays(1, &VAOs[2]);  //绑定VAO
    glGenBuffers(1, &VBOs[2]);  //绑定VBO

    glBindVertexArray(VAOs[2]);

    glBindBuffer(GL_ARRAY_BUFFER, VBOs[2]);
    //glBufferData(GL_ARRAY_BUFFER,sizeof(Vertex)*100,nullptr, GL_DYNAMIC_DRAW);
    glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex)* vect_point_Bezizer.size(), vect_point_Bezizer.data(), GL_DYNAMIC_DRAW);
    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
    glEnableVertexAttribArray(0);
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glBindVertexArray(0);

    //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);			//线框模式
    glLineWidth(3.0);			//设置线宽
    glPointSize(4.0);
    glm::mat4 trans = glm::mat4(1.0f);

    while (!glfwWindowShouldClose(window))
    {
        // input
        // -----
        std::random_device rd;
        std::mt19937 gen(rd());
        processInput(window);
        SYSTEMTIME timeNow;
        GetLocalTime(&timeNow);
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);

        glUseProgram(shaderProgram);
        std::uniform_real_distribution<float> dis(-1.0f, 1.0f);
        
        glBindVertexArray(VAOs[3]);
        glBindBuffer(GL_ARRAY_BUFFER, VBOs[3]);
        glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex)* vect_mouse.size(), vect_mouse.data(), GL_DYNAMIC_DRAW);


        glDrawArrays(GL_POINTS, 0, vect_mouse.size());
        //glDrawArrays(GL_LINES, 0,  vect_mouse.size());
        //drawLine(*vect_mouse.begin(), *vect_mouse.end());
        if (vect_mouse.size()==4)
        {
            for (float t = 0; t < 1; t += 0.001)
            {
                float xx = (1 - t) * (1 - t) * (1 - t) * vect_mouse[0].x + 3 * t * (1 - t) * vect_mouse[1].x + 3 * t * t * (1 - t) * vect_mouse[2].x + t * t * t * vect_mouse[3].x;
                float yy = (1 - t) * (1 - t) * (1 - t) * vect_mouse[0].y + 3 * t * (1 - t) * vect_mouse[1].y + 3 * t * t * (1 - t) * vect_mouse[2].y + t * t * t * vect_mouse[3].y;
                vect_point_Bezizer.push_back(glm::vec2(xx, yy));
            }
        }
        glBindVertexArray(VAOs[2]);
        glBindBuffer(GL_ARRAY_BUFFER, VBOs[2]);
        glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex)* vect_point_Bezizer.size(), vect_point_Bezizer.data(), GL_DYNAMIC_DRAW);

        glDrawArrays(GL_POINTS, 0, vect_point_Bezizer.size());
        glBindVertexArray(0);
        // -------------------------------------------------------------------------------
        glfwSwapBuffers(window);  //交换前后帧
       
        glfwPollEvents();
  
    }

    // optional: de-allocate all resources once they've outlived their purpose:
    // ------------------------------------------------------------------------
 
    glDeleteBuffers(1, VBOs);
    glDeleteBuffers(1,&EBO);
    glDeleteProgram(shaderProgram);
    glDeleteVertexArrays(1, VAOs);
    // glfw: terminate, clearing all previously allocated GLFW resources.
    // ------------------------------------------------------------------
    glfwTerminate();   //释放glfw所申请的内存
    return 0;
}
// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
// ---------------------------------------------------------------------------------------------------------
void processInput(GLFWwindow* window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}
// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    SCR_WIDTH = width;
    SCR_HEIGHT = height;
    glViewport(0, 0, width, height);
}
void cursor_position_callback(GLFWwindow* window, double xpos, double ypos) {
    // 更新鼠标坐标
    mouseX = xpos;
    mouseY = ypos;
}
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
    if (action == GLFW_PRESS) {
        glm::vec2 mousse(mouseX, mouseY);

        if (button == GLFW_MOUSE_BUTTON_LEFT) {
         // if (mouse_num.empty() || (mouse_num.back().mouseX != mousse.mouseX && mouse_num.back().mouseY != mousse.mouseY))
            vect_mouse.push_back(glm::vec2(mousse.x/float(SCR_WIDTH)*2-1,1-2* mousse.y / float(SCR_HEIGHT)));
          
            mouseLeftDown = true;
        }
        else if (button == GLFW_MOUSE_BUTTON_RIGHT) {
            // 鼠标右键按下
            // 处理右键按下事件
        }
    }
    else if (action == GLFW_RELEASE) {
        if (button == GLFW_MOUSE_BUTTON_LEFT) {
            // 鼠标左键释放
            // 处理左键释放事件
        }
        else if (button == GLFW_MOUSE_BUTTON_RIGHT) {
            // 鼠标右键释放
            // 处理右键释放事件
        }
    }
}
void drawLine(glm::vec2 startp, glm::vec2 endp)
{
    double increx, increy, x, y, length;
    if (abs(endp.x - startp.x) > abs(endp.y - startp.y))
    {
        length = abs(endp.x - startp.y);
    }
    else
    {
        length = abs(endp.y - startp.y);
    }
    increx = (endp.x - startp.x) / length;
    increy = (endp.y - startp.y) / length;
    x = startp.y;
    y = startp.y;
    for (int i = 1; i <= length; i++)
    {
      //  glDrawArrays(GL_POINTS, 0, mouseVector.size());
        x += increx;
        y += increy;
    }
}
void drawLine(GLfloat x1, GLfloat y1, GLfloat xn, GLfloat yn)
{
    float dx = fabs(xn - x1);
    float dy = fabs(yn - y1);
    float steps;
    if (dx > dy)
        steps = dx;
    else
        steps = dy;
    float stepX = dx / steps;
    float stepY = dy / steps;
    glBegin(GL_POINTS);
    for (int i = 0; i < (int)steps; i++)
    {
        glVertex2f(x1, y1);
        x1 += stepX;
        y1 += stepY;
    }
    glEnd();
}


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