Perl+OpenGL 重绘inkscape生成的svg矢量图

Perl+OpenGL 重绘inkscape生成的svg矢量图
还不够完善,先挖个坑,后面慢慢填

Code: [全选] [展开/收缩] [Download] (Untitled.pl)

=info
Author: 523066680
Date: 2016-11
=cut

use IO::Handle;
use OpenGL qw/ :all /;
use OpenGL::Config;
use Time::HiRes 'sleep';
use feature 'state';

STDOUT->autoflush(1);

open READ, "<:raw", "multi.svg";
my @all;
my $tl;
for my $line ()
{
if ( $line=~/\s+d="(.*)"/ )
{
@all = split(" ", $1 );
}
}

my @coords;

for my $e (@all)
{
if ( $e =~/[a-zA-Z]/ )
{
$head = $e;
next;
}
push @coords,
{
'head' => $head,
'data' => [ split(",", $e) ],
};
}

相对坐标 叠加为绝对坐标

my ($ox, $oy);
for (my $i = 0; $i <= $#coords; $i++)
{
if ($coords[$i]->{head} eq 'c')
{
grep
{
$coords[ $i+$_ ]->{'data'}[0] += $ox;
$coords[ $i+$_ ]->{'data'}[1] += $oy;
} (0..2) ;
$i += 2;
}
else
{

}
#ox oy 始终是最后一点的坐标值
($ox, $oy) = ($coords[$i]->{'data'}[0], $coords[$i]->{'data'}[1]) ;
}

my ($xmin, $xmax, $ymin, $ymax) = (10000.0, -10000.0, 10000.0, -10000.0);
for my $e (@coords)
{
printf("%.2f, %.2f\n", $e->{'data'}[0], $e->{'data'}[1]);
$xmin = $e->{'data'}[0] if ($e->{'data'}[0] < $xmin);
$xmax = $e->{'data'}[0] if ($e->{'data'}[0] > $xmax);

$ymin = $e->{'data'}[1] if ($e->{'data'}[1] < $ymin);
$ymax = $e->{'data'}[1] if ($e->{'data'}[1] > $ymax);
}
printf("%f %f %f %f\n", $xmin, $xmax, $ymin, $ymax);

&Main();

sub display
{
glClear(GL_COLOR_BUFFER_BIT);
glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA);

glPushMatrix();

my $array;
my @points;

for (my $i = 0; $i <= $#coords; $i++)
{
if ($coords[$i]->{head} eq 'C')
{
glColor4f(0.0,0.5,0.0,1.0);
$array = OpenGL::Array->new( 3*4, GL_FLOAT);
@points = (
$coords[$i-1]->{'data'}[0], $coords[$i-1]->{'data'}[1], 0.0 ,
$coords[$i+0]->{'data'}[0], $coords[$i+0]->{'data'}[1], 0.0 ,
$coords[$i+1]->{'data'}[0], $coords[$i+1]->{'data'}[1], 0.0 ,
$coords[$i+2]->{'data'}[0], $coords[$i+2]->{'data'}[1], 0.0 ,
);

$array->assign(0, @points);

glMap1f_c(GL_MAP1_VERTEX_3, 0.0, 1.0, 3, 4, $array->ptr);
glMapGrid1f(20, 0.0, 1.0);
glEvalMesh1(GL_LINE, 0, 20);
$i+=2;
}
elsif ($coords[$i]->{head} eq 'c')
{
glColor4f(0.0,0.5,0.0,1.0);
$array = OpenGL::Array->new( 3*4, GL_FLOAT);

@points = ( $coords[$i-1]->{'data'}[0], $coords[$i-1]->{'data'}[1], 0.0,
$coords[$i+0]->{'data'}[0], $coords[$i+0]->{'data'}[1], 0.0 ,
$coords[$i+1]->{'data'}[0], $coords[$i+1]->{'data'}[1], 0.0 ,
$coords[$i+2]->{'data'}[0], $coords[$i+2]->{'data'}[1], 0.0 ,
);

$array->assign(0, @points);

glMap1f_c(GL_MAP1_VERTEX_3, 0.0, 1.0, 3, 4, $array->ptr);
glMapGrid1f(20, 0.0, 1.0);
glEvalMesh1(GL_LINE, 0, 20);
$i += 2;
}
elsif ($coords[$i]->{head} eq 'L')
{
glBegin(GL_LINES);
glVertex3f( $coords[$i-1]->{'data'}[0], $coords[$i-1]->{'data'}[1], 0.0 );
glVertex3f( $coords[$i]->{'data'}[0], $coords[$i]->{'data'}[1], 0.0 );
glEnd();
}
elsif ($coords[$i]->{head} =~/m/i)
{
glBegin(GL_POINTS);
glColor3f(1.0, 1.0, 1.0);
glVertex3f( $coords[$i]->{'data'}[0], $coords[$i]->{'data'}[1], 0.0 );
glEnd();
}
}

glPopMatrix();
glutSwapBuffers();
}

sub init
{
glClearColor(0.0, 0.0, 0.0, 1.0);
glPointSize(2.0);
glLineWidth(2.0);
glEnable(GL_BLEND);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_MAP1_VERTEX_3);
}

sub idle
{
sleep 0.05;
glutPostRedisplay();
}

sub Reshape
{
my $half = 1000;
glViewport(0, 0, 500.0, 500.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
#glOrtho(-$half, $half, -$half, $half, 0.0, 200.0);
glOrtho($xmin, $xmax, $ymin, $ymax, 0.0, 200.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0,0.0,100.0,0.0,0.0,0.0, 0.0,1.0,100.0);
}

sub hitkey
{
my $keychar = lc(chr(shift));
if ($keychar eq 'q')
{
glutDestroyWindow($WinID);
}
}

sub Main
{
glutInit();
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE );
glutInitWindowSize(500, 500);
glutInitWindowPosition(1,1);
our $WinID = glutCreateWindow("title");
&init();
glutDisplayFunc(&display);
glutReshapeFunc(&Reshape);
glutKeyboardFunc(&hitkey);
glutIdleFunc(&idle);
glutMainLoop();
}

END
要使glMap1f_c 正常工作,需要借用OpenGL::Array 建立一个
仿C的指针

my $array = OpenGL::Array->new( 3*4, GL_FLOAT);
$array->assign(0, @points);

glMap1f_c(GL_MAP1_VERTEX_3, 0.0, 1.0, 3, 4, $array->ptr);
glEnable(GL_MAP1_VERTEX_3);

请将一下内容保存到multi.svg,保存后可以拖入IE或者火狐中浏览。

Code: [全选] [展开/收缩] [Download] (multi.svg)




<sodipodi:namedview
id="base"
pagecolor="#ffffff"
bordercolor="#666666"
borderopacity="1.0"
inkscape:pageopacity="0.0"
inkscape:pageshadow="2"
inkscape:zoom="1.4"
inkscape:cx="402.20655"
inkscape:cy="647.84062"
inkscape:document-units="px"
inkscape:current-layer="layer1"
showgrid="false"
inkscape:window-width="1440"
inkscape:window-height="837"
inkscape:window-x="-4"
inkscape:window-y="120"
inkscape:window-maximized="1" />

rdf:RDF
<cc:Work
rdf:about="">
dc:formatimage/svg+xml</dc:format>
<dc:type
rdf:resource="http://purl.org/dc/dcmitype/StillImage" />
dc:title</dc:title>
</cc:Work>
</rdf:RDF>




posted @ 2017-05-15 10:04  vicyang  阅读(1107)  评论(0)    收藏  举报