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c++openglglutfreeglut

opengl dynamic bezier curve has gaps - glEvalCoord1f();


I like to have a program where you can pick ten points and then a bezier curve is calculated for that points. It seems to work pretty perfect, but the shown curve has some gaps. I used GL_LINE_STRIP how is it possible that the points are not connected?

I figured out, that a very small u in glEvalCoord1f(u); makes the gaps smaller. How is u depending on controlpoints and window propperties in glEvalCoord1f(u); ?

Beziere gaps Line width 1

[Edit] Added Screen with thicker lines: Beziere gaps Line width 3

#include <iostream>
#include <stdlib.h>
#include <string>
#include <fstream>
#include <math.h>
#include <time.h> 
#include <GL/glut.h> //added GL prefix for Ubuntu compatibility

#define MAXP 10

GLint nNumPoints = 0;

GLfloat ctrlpoints[10][3];
GLdouble mouseOgl[3] = {0.0,0.0,0.0};
GLint mouseX, mouseY;
bool mousePressed = false;
void GetOGLPos(int x, int y);

void init(void)
{
   glClearColor(1.0, 1.0, 1.0, 0.0);
   glShadeModel(GL_FLAT);
    // Enable the evaluator
    glEnable(GL_MAP1_VERTEX_3);
    glEnable(GL_DEPTH);
}

void display(void)
{
   int i;
   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   glColor3f(0.0, 0.0, 1.0);

    if(mousePressed && nNumPoints < MAXP){
        GetOGLPos(mouseX, mouseY);
        std::cout
            << mouseOgl[0] << " # "
            << mouseOgl[1] << " # "
            << mouseOgl[2] << " # "
            << std::endl;   
        nNumPoints++;
        ctrlpoints[nNumPoints-1][0] = mouseOgl[0];
        ctrlpoints[nNumPoints-1][3] = mouseOgl[1];
        ctrlpoints[nNumPoints-1][2] = mouseOgl[2];
    }
    //Curves
    if( nNumPoints == MAXP ){
        glMap1f(GL_MAP1_VERTEX_3,   // Type of data generated
            0.0f,                       // Lower u range
            1.0f,                       // Upper u range
            3,                          // Distance between points in the data 3: ...Z-X-Y-Z...
            nNumPoints,                 // number of control points
            &ctrlpoints[0][0]);         // start point

        glBegin(GL_LINE_STRIP);
            float max = pow(MAXP,4)*2;  //accuracy of pint calulation?
            for (i = 0; i <= max; i++) 
                glEvalCoord1f((GLfloat) (i/max));   //high value to avoid gaps?!?
        glEnd();
    }
    //Controllpoints:
    glPointSize(5.0);
    glColor3f(1.0, 0.0, 0.0);
    glBegin(GL_POINTS);
        for (i = 0; i < nNumPoints; i++) 
            glVertex3fv(&ctrlpoints[i][0]);
    glEnd();
    //Lines
    glColor3f(0.0, 1.0, 0.0);
    glBegin(GL_LINE_STRIP);
        for (i = 0; i < nNumPoints; i++) 
            glVertex3fv(&ctrlpoints[i][0]);
    glEnd();
    if( nNumPoints == MAXP ){nNumPoints = 0;}
   glFlush();
}

void reshape(int w, int h)
{
   glViewport(0, 0, (GLsizei) w, (GLsizei) h);
   glMatrixMode(GL_PROJECTION);
   glLoadIdentity();
   //keep aspect ratio:
   if (w <= h)
      glOrtho(-2.0, 2.0, -2.0*(GLfloat)h/(GLfloat)w, 
               2.0*(GLfloat)h/(GLfloat)w, -2.0, 2.0);
   else
      glOrtho(-2.0*(GLfloat)w/(GLfloat)h, 
               2.0*(GLfloat)w/(GLfloat)h, -2.0, 2.0, -2.0, 2.0);
   glMatrixMode(GL_MODELVIEW);
   glLoadIdentity();
}

//handle click events of the mouse
void myMouse(int button, int state, int x, int y)
{
    //mouse coords to gl coords

    mouseX = x;
    mouseY = y;
    switch (button)
    {
        case GLUT_LEFT_BUTTON:
            if(state == GLUT_UP){   //on release left mouse button
                std::cout << x << " * "<< y << std::endl;
                mousePressed = true;
                glutPostRedisplay(); //redisplay and calculate gl coords
            } else {    
                mousePressed = false;
            } 
        break;
    }
}
// detailed information: 
// http://nehe.gamedev.net/article/using_gluunproject/16013/
void GetOGLPos(int x, int y)
{
    //init vars:
    GLint viewport[4];          
    GLdouble modelview[16];     
    GLdouble projection[16];    
    GLfloat winX, winY, winZ;   
    GLdouble posX, posY, posZ;
    //get gl specs
    glGetDoublev( GL_MODELVIEW_MATRIX, modelview );     //get Modelmatrix   
    glGetDoublev( GL_PROJECTION_MATRIX, projection );   //get projection matrix
    glGetIntegerv( GL_VIEWPORT, viewport );             //get viewport values
    //calculate the gl mouseposition
    winX = (float)x;
    winY = (float)viewport[3] - (float)y;
    glReadPixels( x, int(winY), 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ );

    gluUnProject( winX, winY, winZ, modelview, projection, viewport, &posX, &posY, &posZ);
    mouseOgl[0] = posX;
    mouseOgl[1] = posY;
    mouseOgl[2] = posZ;
}

int main(int argc, char** argv)
{
   glutInit(&argc, argv);
   glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB);
   glutInitWindowSize (600, 600);
   glutInitWindowPosition (100, 100);
   glutCreateWindow (argv[0]);
   init ();
   glutDisplayFunc(display);
   glutReshapeFunc(reshape);
   glutMouseFunc(myMouse);
   glutMainLoop();
   return 0;
}

Solution

  • Try zeroing out your control point Z coords:

    #include <GL/glut.h>
    #include <cmath>
    
    const unsigned int MAXP = 10;
    
    GLint nNumPoints = 0;
    
    GLfloat ctrlpoints[10][3];
    GLdouble mouseOgl[3] = {0.0,0.0,0.0};
    GLint mouseX, mouseY;
    bool mousePressed = false;
    void GetOGLPos(int x, int y);
    
    void display(void)
    {
        glClearColor(1.0, 1.0, 1.0, 0.0);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
        int w = glutGet( GLUT_WINDOW_WIDTH );
        int h = glutGet( GLUT_WINDOW_HEIGHT );
        glViewport(0, 0, w, h);
    
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        double ar = w / (double)h;
        glOrtho(-2.0*ar, 2.0*ar, -2.0, 2.0, -2.0, 2.0);
    
        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();
    
        if(mousePressed && nNumPoints < MAXP)
        {
            GetOGLPos(mouseX, mouseY);
            nNumPoints++;
            ctrlpoints[nNumPoints-1][0] = mouseOgl[0];
            ctrlpoints[nNumPoints-1][1] = mouseOgl[1];
            // this is where the magic happens:
            ctrlpoints[nNumPoints-1][2] = 0;
        }
    
        //Curves
        glColor3f(0.0, 0.0, 1.0);
        if( nNumPoints == MAXP )
        {
            glMap1f(GL_MAP1_VERTEX_3,   // Type of data generated
                0.0f,                       // Lower u range
                1.0f,                       // Upper u range
                3,                          // Distance between points in the data 3: ...Z-X-Y-Z...
                nNumPoints,                 // number of control points
                &ctrlpoints[0][0]);         // start point
    
            glBegin(GL_LINE_STRIP);
            float max = pow(MAXP,4.0)*2;  //accuracy of pint calulation?
            for (int i = 0; i <= max; i++) 
                glEvalCoord1f((GLfloat) (i/max));   //high value to avoid gaps?!?
            glEnd();
        }
    
        //Controllpoints:
        glPointSize(5.0);
        glColor3f(1.0, 0.0, 0.0);
        glBegin(GL_POINTS);
        for (int i = 0; i < nNumPoints; i++) 
            glVertex3fv(&ctrlpoints[i][0]);
        glEnd();
        //Lines
        glColor3f(0.0, 1.0, 0.0);
        glBegin(GL_LINE_STRIP);
        for (int i = 0; i < nNumPoints; i++) 
            glVertex3fv(&ctrlpoints[i][0]);
        glEnd();
        if( nNumPoints == MAXP ){nNumPoints = 0;}
        glFlush();
    }
    
    //handle click events of the mouse
    void myMouse(int button, int state, int x, int y)
    {
        //mouse coords to gl coords
    
        mouseX = x;
        mouseY = y;
        switch (button)
        {
        case GLUT_LEFT_BUTTON:
            if(state == GLUT_UP){   //on release left mouse button
                mousePressed = true;
                glutPostRedisplay(); //redisplay and calculate gl coords
            } else {    
                mousePressed = false;
            } 
            break;
        }
    }
    
    // detailed information: 
    // http://nehe.gamedev.net/article/using_gluunproject/16013/
    void GetOGLPos(int x, int y)
    {
        //init vars:
        GLint viewport[4];          
        GLdouble modelview[16];     
        GLdouble projection[16];    
        GLfloat winX, winY, winZ;   
        GLdouble posX, posY, posZ;
        //get gl specs
        glGetDoublev( GL_MODELVIEW_MATRIX, modelview );     //get Modelmatrix   
        glGetDoublev( GL_PROJECTION_MATRIX, projection );   //get projection matrix
        glGetIntegerv( GL_VIEWPORT, viewport );             //get viewport values
        //calculate the gl mouseposition
        winX = (float)x;
        winY = (float)viewport[3] - (float)y;
        glReadPixels( x, int(winY), 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ );
    
        gluUnProject( winX, winY, winZ, modelview, projection, viewport, &posX, &posY, &posZ);
        mouseOgl[0] = posX;
        mouseOgl[1] = posY;
        mouseOgl[2] = posZ;
    }
    
    int main(int argc, char** argv)
    {
        glutInit(&argc, argv);
        glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB);
        glutInitWindowSize (600, 600);
        glutInitWindowPosition (100, 100);
        glutCreateWindow (argv[0]);
    
        glShadeModel(GL_FLAT);
        // Enable the evaluator
        glEnable(GL_MAP1_VERTEX_3);
        glEnable(GL_DEPTH);
    
        glutDisplayFunc(display);
        glutMouseFunc(myMouse);
        glutMainLoop();
        return 0;
    }