How can I get this program to draw the bezier curve properly after being resized?
this code draws bezier curves properly when the window is used on its original size (640 x 480) but renders the control points incorrectly when its resized.
on the click mouse function there is:
   if(button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
   // Store where the user clicked, note Y is backwards.
    abc[NUMPOINTS].setxy((float)x,(float)(SCREEN_HEIGHT - y));
    NUMPOINTS++;
    // Draw the red  dot.
    drawDot(x, SCREEN_HEIGHT - y);
I don't understand how the coordinate system is being handled.
Why using the SCREEN_HEIGHT conversion works on 640x480 but not in other window sizes? How can it be made universal?
On my own apps, I had been working without glutOrtho2d and just using a calculation for each X,Y but I have read this approach is better. I'd appreciate a detailed explanation to it.
MODIFIED CODE:
/* bezier.cpp by detour@metalshell.com
 *
 * Create a bezier curve by defining the three points
 * with your mouse.
 *
 * http://www.metalshell.com/
 *
 */
#include <windows.h>
#include <math.h>
#include <gl/Gl.h>
#include <gl/Glu.h>
#include <gl/glut.h>
// CREEN_WIDTH = 640, SCREEN_HEIGHT=480;
int SCREEN_WIDTH=640;
int SCREEN_HEIGHT = 480;
// Keep track of times clicked, on 3 clicks draw.
int NUMPOINTS = 0;
// Point class to keep it a little cleaner.
class Point {
public:
    float x, y;
    void setxy(float x2, float y2) { x = x2; y = y2; }
    const Point & operator=(const Point &rPoint) {
         x = rPoint.x;
         y = rPoint.y;
         return *this;
      }
};
Point abc[3];
void myInit() {
    glClearColor(0.0,0.0,0.0,0.0);
    glColor3f(1.0,0.0,0.0);
    glPointSize(4.0);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluOrtho2D(0.0,(float)SCREEN_WIDTH,0.0,(float)SCREEN_HEIGHT);
}
void drawDot(int x, int y) {
    glBegin(GL_POINTS);
     glVertex2i(x,y);
    glEnd();
    glFlush();
}
void drawLine(Point p1, Point p2) {
    glBegin(GL_LINES);
      glVertex2f(p1.x, p1.y);
      glVertex2f(p2.x, p2.y);
    glEnd();
    glFlush();
}
// Calculate the next bezier point.
Point drawBezier(Point A, Point B, Point C, double t) {
    Point P;
    P.x = pow((1 - t), 2) * A.x + 2 * t * (1 -t) * B.x + pow(t, 2) * C.x;
    P.y = pow((1 - t), 2) * A.y + 2 * t * (1 -t) * B.y + pow(t, 2) * C.y;
    return P;
}
void myMouse(int button, int state, int x, int y) {
  // If left button was clicked
  if(button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
      // Store where the user clicked, note Y is backwards.
      //abc[NUMPOINTS].setxy((float)x,(float)(y));
    abc[NUMPOINTS].setxy((float)x,(float)(SCREEN_HEIGHT - y));
    // abc[NUMPOINTS] es un arreglo de objetos Point, su contraparte en Casteljau es 
    NUMPOINTS++;
    // Draw the red  dot.
    drawDot(x, SCREEN_HEIGHT - y);
    //drawDot(x, SCREEN_HEIGHT);
    // If 3 points are drawn do the curve.
    if(NUMPOINTS == 3) {
        glColor3f(1.0,1.0,1.0);
        // Draw two legs of the triangle
        drawLine(abc[0], abc[1]);
        drawLine(abc[1], abc[2]);
        Point POld = abc[0];
        /* Draw each segment of the curve.  Make t increment in
                   smaller amounts for a more detailed curve. */
        for(double t = 0.0;t <= 1.0; t += 0.1) {
            Point P = drawBezier(abc[0], abc[1], abc[2], t);
            drawLine(POld, P);
            POld = P;
        }
        glColor3f(1.0,0.0,0.0);
        NUMPOINTS = 0;
    }
  }
}
void myDisplay() {
    glClear(GL_COLOR_BUFFER_BIT);
    glFlush();
}
int main(int argc, char *argv[]) {
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB);
    glutInitWindowSize(SCREEN_WIDTH,SCREEN_HEIGHT);
    glutInitWindowPosition(100,150);
    glutCreateWindow("Bezier Curve");
    glutMouseFunc(myMouse);
    glutDisplayFunc(myDisplay);
    myInit();
    glutMainLoop();
    return 0;
}
ORIGINAL CODE:
 /* bezier.cpp by detour@metalshell.com
     *
     * Create a 开发者_JS百科bezier curve by defining the three points
     * with your mouse.
     *
     * http://www.metalshell.com/
     *
     */
    #include <windows.h>
    #include <math.h>
    #include <gl/Gl.h>
    #include <gl/Glu.h>
    #include <gl/glut.h>
    int SCREEN_HEIGHT = 480;
    // Keep track of times clicked, on 3 clicks draw.
    int NUMPOINTS = 0;
    // Point class to keep it a little cleaner.
    class Point {
    public:
    float x, y;
    void setxy(float x2, float y2) { x = x2; y = y2; }
    const Point & operator=(const Point &rPoint) {
         x = rPoint.x;
         y = rPoint.y;
         return *this;
      }
};
Point abc[3];
void myInit() {
    glClearColor(0.0,0.0,0.0,0.0);
    glColor3f(1.0,0.0,0.0);
    glPointSize(4.0);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluOrtho2D(0.0,640.0,0.0,480.0);
}
void drawDot(int x, int y) {
    glBegin(GL_POINTS);
     glVertex2i(x,y);
    glEnd();
    glFlush();
}
void drawLine(Point p1, Point p2) {
    glBegin(GL_LINES);
      glVertex2f(p1.x, p1.y);
      glVertex2f(p2.x, p2.y);
    glEnd();
    glFlush();
}
// Calculate the next bezier point.
Point drawBezier(Point A, Point B, Point C, double t) {
    Point P;
    P.x = pow((1 - t), 2) * A.x + 2 * t * (1 -t) * B.x + pow(t, 2) * C.x;
    P.y = pow((1 - t), 2) * A.y + 2 * t * (1 -t) * B.y + pow(t, 2) * C.y;
    return P;
}
void myMouse(int button, int state, int x, int y) {
  // If left button was clicked
  if(button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
      // Store where the user clicked, note Y is backwards.
    abc[NUMPOINTS].setxy((float)x,(float)(SCREEN_HEIGHT - y));
    NUMPOINTS++;
    // Draw the red  dot.
    drawDot(x, SCREEN_HEIGHT - y);
    // If 3 points are drawn do the curve.
    if(NUMPOINTS == 3) {
        glColor3f(1.0,1.0,1.0);
        // Draw two legs of the triangle
        drawLine(abc[0], abc[1]);
        drawLine(abc[1], abc[2]);
        Point POld = abc[0];
        /* Draw each segment of the curve.  Make t increment in
                   smaller amounts for a more detailed curve. */
        for(double t = 0.0;t <= 1.0; t += 0.1) {
            Point P = drawBezier(abc[0], abc[1], abc[2], t);
            drawLine(POld, P);
            POld = P;
        }
        glColor3f(1.0,0.0,0.0);
        NUMPOINTS = 0;
    }
  }
}
void myDisplay() {
    glClear(GL_COLOR_BUFFER_BIT);
    glFlush();
}
int main(int argc, char *argv[]) {
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB);
    glutInitWindowSize(640,480);
    glutInitWindowPosition(100,150);
    glutCreateWindow("Bezier Curve");
    glutMouseFunc(myMouse);
    glutDisplayFunc(myDisplay);
    myInit();
    glutMainLoop();
    return 0;
}
Change EVERYWHERE in your code that uses 640 or 480 to use SCREEN_WIDTH and SCREEN_HEIGHT.
ie.
gluOrtho2D(0.0,640.0,0.0,480.0);
=>
gluOrtho2D( 0.0,(float)SCREEN_WIDTH,0.0,(float)SCREEN_HEIGHT );
&
glutInitWindowSize(640,480);
=>
glutInitWindowSize( SCREEN_WDITH, SCREEN_HEIGHT );
This way when you change SCREEN_WIDTH or SCREEN_HEIGHT you aren't relying on some values set elsewhere. I suspect your issue is because you weren't modifying the gluOrtho2D call ...
There are many problems in your code :
- take a look what glutReshapeFunc does
- the myDisplay function should render the image, and swap buffers (if you are doing double buffering)
- all other functions should call glutPostRedisplay
 
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