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解析在Direct2D中画Bezier曲线的实现方法
摘要:Direct2D通过ID2D1RenderTarget接口支持基本图元(直线,矩形,圆角矩形,椭圆等)的绘制,然而,此接口并未提供对曲线绘制...

Direct2D通过ID2D1RenderTarget接口支持基本图元(直线,矩形,圆角矩形,椭圆等)的绘制,然而,此接口并未提供对曲线绘制的直接支持。因此,想要使用Direct2D绘制一段通过指定点的曲线,比如Bezier曲线,必须借助于DrawGeometry()方法间接实现。需要通过一定的算法,将指定点转换为定义Path的控制点。幸运的是,codproject上已经有人做了这项工作,给出了相应的转换算法,并给出了C#版的实现:

Draw a Smooth Curve through a Set of 2D Points with Bezier Primitives

C#的代码可以很容易的转换成C++版本的,下面是我转换的一个用于Direct2D的绘制Bezier曲线的C++函数:

复制代码 代码如下:

/// <summary>

/// Refer to : http://www.codeproject.com/KB/graphics/BezierSpline.aspx

/// Solves a tridiagonal system for one of coordinates (x or y) of first Bezier control points.

/// </summary>

/// <param name="rhs">Right hand side vector.</param>

/// <param name="x">Solution vector.</param>

void GetFirstControlPoints(

__in const std::vector<FLOAT>& rhs,

__out std::vector<FLOAT>& x )

{

ATLASSERT(rhs.size()==x.size());

int n = rhs.size();

std::vector<FLOAT> tmp(n); // Temp workspace.

FLOAT b = 2.0f;

x[0] = rhs[0] / b;

for (int i = 1; i < n; i++) // Decomposition and forward substitution.

{

tmp[i] = 1 / b;

b = (i < n-1 ? 4.0f : 3.5f) - tmp[i];

x[i] = (rhs[i] - x[i-1]) / b;

}

for (int i = 1; i < n; i++)

{

x[n-i-1] -= tmp[n-i] * x[n-i]; // Back substitution.

}

}

/// <summary>

/// Refer to : http://www.codeproject.com/KB/graphics/BezierSpline.aspx

/// Get open-ended Bezier Spline Control Points.

/// </summary>

/// <param name="knots">Input Knot Bezier spline points.</param>

/// <param name="firstCtrlPt">Output First Control points array of knots.size()-1 length.</param>

/// <param name="secondCtrlPt">Output Second Control points array of knots.size()-1 length.</param>

void GetCurveControlPoints(

__in const std::vector<D2D1_POINT_2F>& knots,

__out std::vector<D2D1_POINT_2F>& firstCtrlPt,

__out std::vector<D2D1_POINT_2F>& secondCtrlPt )

{

ATLASSERT( (firstCtrlPt.size()==secondCtrlPt.size())

&& (knots.size()==firstCtrlPt.size()+1) );

int n = knots.size()-1;

ATLASSERT(n>=1);

if (n == 1)

{

// Special case: Bezier curve should be a straight line.

// 3P1 = 2P0 + P3

firstCtrlPt[0].x = (2 * knots[0].x + knots[1].x) / 3.0f;

firstCtrlPt[0].y = (2 * knots[0].y + knots[1].y) / 3.0f;

// P2 = 2P1 – P0

secondCtrlPt[0].x = 2 * firstCtrlPt[0].x - knots[0].x;

secondCtrlPt[0].y = 2 * firstCtrlPt[0].y - knots[0].y;

return;

}

// Calculate first Bezier control points

// Right hand side vector

std::vector<FLOAT> rhs(n);

// Set right hand side X values

for (int i = 1; i < (n-1); ++i)

{

rhs[i] = 4 * knots[i].x + 2 * knots[i+1].x;

}

rhs[0] = knots[0].x + 2 * knots[1].x;

rhs[n-1] = (8 * knots[n-1].x + knots[n].x) / 2.0f;

// Get first control points X-values

std::vector<FLOAT> x(n);

GetFirstControlPoints(rhs,x);

// Set right hand side Y values

for (int i = 1; i < (n-1); ++i)

{

rhs[i] = 4 * knots[i].y + 2 * knots[i+1].y;

}

rhs[0] = knots[0].y + 2 * knots[1].y;

rhs[n-1] = (8 * knots[n-1].y + knots[n].y) / 2.0f;

// Get first control points Y-values

std::vector<FLOAT> y(n);

GetFirstControlPoints(rhs,y);

// Fill output arrays.

for (int i = 0; i < n; ++i)

{

// First control point

firstCtrlPt[i] = D2D1::Point2F(x[i],y[i]);

// Second control point

if (i < (n-1))

{

secondCtrlPt[i] = D2D1::Point2F(2 * knots[i+1].x - x[i+1], 2*knots[i+1].y-y[i+1]);

}

else

{

secondCtrlPt[i] = D2D1::Point2F((knots[n].x + x[n-1])/2, (knots[n].y+y[n-1])/2);

}

}

}

HRESULT CreateBezierSpline(

__in ID2D1Factory* pD2dFactory,

__in const std::vector<D2D1_POINT_2F>& points,

__out ID2D1PathGeometry** ppPathGeometry )

{

CHECK_PTR(pD2dFactory);

CHECK_OUTPUT_PTR(ppPathGeometry);

ATLASSERT(points.size()>1);

int n = points.size();

std::vector<D2D1_POINT_2F> firstCtrlPt(n-1);

std::vector<D2D1_POINT_2F> secondCtrlPt(n-1);

GetCurveControlPoints(points,firstCtrlPt,secondCtrlPt);

HRESULT hr = pD2dFactory->CreatePathGeometry(ppPathGeometry);

CHECKHR(hr);

if (FAILED(hr))

return hr;

CComPtr<ID2D1GeometrySink> spSink;

hr = (*ppPathGeometry)->Open(&spSink);

CHECKHR(hr);

if (SUCCEEDED(hr))

{

spSink->SetFillMode(D2D1_FILL_MODE_WINDING);

spSink->BeginFigure(points[0],D2D1_FIGURE_BEGIN_FILLED);

for (int i=1;i<n;i++)

spSink->AddBezier(D2D1::BezierSegment(firstCtrlPt[i-1],secondCtrlPt[i-1],points[i]));

spSink->EndFigure(D2D1_FIGURE_END_OPEN);

spSink->Close();

}

return hr;

}

下面是一个使用此函数绘制正弦函数的Sample,曲线的红点是曲线的控制点:

复制代码 代码如下:

#pragma once

#include "stdafx.h"

#include <Direct2DHelper.h>

using D2D1::Point2F;

using D2D1::SizeU;

using D2D1::ColorF;

using D2D1::Matrix3x2F;

using D2D1::BezierSegment;

using D2D1::RectF;

#include <vector>

using std::vector;

#include <algorithm>

#include <boost/math/distributions/normal.hpp>

class CMainWindow :

public CWindowImpl<CMainWindow,CWindow,CSimpleWinTraits>

{

public:

BEGIN_MSG_MAP(CMainWindow)

MSG_WM_PAINT(OnPaint)

MSG_WM_ERASEBKGND(OnEraseBkgnd)

MSG_WM_SIZE(OnSize)

MSG_WM_CREATE(OnCreate)

MSG_WM_DESTROY(OnDestroy)

END_MSG_MAP()

int OnCreate(LPCREATESTRUCT /*lpCreateStruct*/)

{

CreateDeviceIndependentResource();

CreateDeviceResource();

CreateCurve();

return 0;

}

void OnDestroy()

{

PostQuitMessage(0);

}

void OnPaint(CDCHandle)

{

CPaintDC dc(m_hWnd);

Render();

}

BOOL OnEraseBkgnd(CDCHandle dc)

{

return TRUE; // we have erased the background

}

void OnSize(UINT /*nType*/, CSize size)

{

if (m_spHwndRT)

{

m_spHwndRT->Resize(SizeU(size.cx,size.cy));

CreateCurve();

}

}

private:

void Render()

{

if (!m_spHwndRT)

CreateDeviceResource();

m_spHwndRT->BeginDraw();

m_spHwndRT->Clear(ColorF(ColorF::CornflowerBlue));

m_spHwndRT->SetTransform(Matrix3x2F::Identity());

D2D1_SIZE_F size = m_spHwndRT->GetSize();

FLOAT width = size.width-50, height = size.height-50;

D2D1_MATRIX_3X2_F reflectY = Direct2DHelper::ReflectYMatrix();

D2D1_MATRIX_3X2_F translate = Matrix3x2F::Translation(size.width/2.0f,size.height/2.0f);

m_spHwndRT->SetTransform(reflectY*translate);

// draw coordinate axis

m_spSolidBrush->SetColor(ColorF(ColorF::Red));

m_spHwndRT->DrawLine(Point2F(-width*0.5f,0),Point2F(width*0.5f,0),m_spSolidBrush,2.0f);

m_spSolidBrush->SetColor(ColorF(ColorF::DarkGreen));

m_spHwndRT->DrawLine(Point2F(0,-height*0.5f),Point2F(0,height*0.5f),m_spSolidBrush,2.0f);

// draw curve

m_spSolidBrush->SetColor(ColorF(ColorF::Blue));

m_spHwndRT->DrawGeometry(m_spPathGeometry,m_spSolidBrush,1.0f);

// draw point marks

m_spSolidBrush->SetColor(ColorF(ColorF::Red));

for (auto p=m_Points.cbegin();p!=m_Points.cend();p++)

{

Direct2DHelper::DrawRectPoint(m_spHwndRT,m_spSolidBrush,(*p),5.0f);

}

HRESULT hr = m_spHwndRT->EndDraw();

if (hr == D2DERR_RECREATE_TARGET)

DiscardDeviceResource();

}

void CreateDeviceIndependentResource()

{

Direct2DHelper::CreateD2D1Factory(&m_spD2dFactory);

}

void CreateDeviceResource()

{

CRect rc;

GetClientRect(&rc);

CHECK_PTR(m_spD2dFactory);

IFR(m_spD2dFactory->CreateHwndRenderTarget(

D2D1::RenderTargetProperties(),

D2D1::HwndRenderTargetProperties(m_hWnd,SizeU(rc.Width(),rc.Height())),

&m_spHwndRT));

IFR(m_spHwndRT->CreateSolidColorBrush(ColorF(ColorF::Red),&m_spSolidBrush));

}

void DiscardDeviceResource()

{

m_spSolidBrush.Release();

m_spHwndRT.Release();

}

void CreateCurve()

{

if (!m_spHwndRT)

return;

if (m_spPathGeometry)

{

m_spPathGeometry.Release();

m_Points.clear();

}

const int ptCount = 100;

D2D1_SIZE_F size = m_spHwndRT->GetSize();

FLOAT width = size.width-50.0f, height = size.height*0.4f;

#define SIN_CURVE

#ifdef SIN_CURVE // create sin curve

FLOAT factor = static_cast<FLOAT>(4.0f*M_PI/width);

FLOAT x = -width*0.5f, y = 0, dx = width/ptCount;

for (int i=0;i<ptCount+1;i++)

{

y = height*sin(factor*x);

m_Points.push_back(Point2F(x,y));

x += dx;

}

#else // create normal distribute curve

FLOAT factor = 10.0f/width;

FLOAT x = -width*0.5f, y = 0, dx = width/ptCount;

boost::math::normal nd;

for (int i=0;i<ptCount+1;i++)

{

y = height*static_cast<FLOAT>(boost::math::pdf(nd,factor*x));

m_Points.push_back(Point2F(x,y));

x += dx;

}

#endif // SIN_CURVE

// create Bezier spline

Direct2DHelper::CreateBezierSpline(m_spD2dFactory,m_Points,&m_spPathGeometry);

CHECK_PTR(m_spPathGeometry);

}

private:

CComPtr<ID2D1Factory> m_spD2dFactory;

CComPtr<ID2D1HwndRenderTarget> m_spHwndRT;

CComPtr<ID2D1SolidColorBrush> m_spSolidBrush;

CComPtr<ID2D1PathGeometry> m_spPathGeometry;

vector<D2D1_POINT_2F> m_Points;

};

解析在Direct2D中画Bezier曲线的实现方法1

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