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opengl-球体的绘制

opengl-球体的绘制

作者: 天叔 | 来源:发表于2020-08-25 00:59 被阅读0次
    球体

    opengl-pbr 光照一讲里,以球体为案例进行说明。球体的绘制第一次接触理解花了点时间

    一、球体坐标分解

    球体坐标分解

    按照经纬度来理解,经度是y轴上的切面,维度是x-z 平面的弧度


    经纬度

    将y轴切分成64等分,x-z平面切分成64等分的扇形
    y轴从上到下取值为[0, 180],即[0, π],x-z平面扫描取值[0, 360]即[0, 2π]
    详细计算,参考如下代码,把一个球体拆分成65 * 65 个点
    注意:
    y = cos(ySegment * PI);
    x = sin(ySegment * PI) * cos(xSegment * 2 * PI);
    x = sin(ySegment * PI) * sin (xSegment * 2 * PI);
    按照上面这个顺序来理解比较容易

         const unsigned int X_SEGMENTS = 64;
            const unsigned int Y_SEGMENTS = 64;
            const float PI = 3.14159265359;
            for (unsigned int y = 0; y <= Y_SEGMENTS; ++y)
            {
                for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
                {
                    float xSegment = (float)x / (float)X_SEGMENTS;
                    float ySegment = (float)y / (float)Y_SEGMENTS;
                    float xPos = std::cos(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
                    float yPos = std::cos(ySegment * PI);
                    float zPos = std::sin(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
    
                    positions.push_back(glm::vec3(xPos, yPos, zPos));
                    uv.push_back(glm::vec2(xSegment, ySegment));
                    normals.push_back(glm::vec3(xPos, yPos, zPos));
                }
            }
    

    二、绘制三角形

    这里有个坑,一开始没理解GL_TRIANGLE_STRIP,走了弯路,实际上理解了GL_TRIANGLE_STRIP,就明白代码中绘制的逻辑
    glDrawElements(GL_TRIANGLE_STRIP, indexCount, GL_UNSIGNED_INT, 0);
    三角形绘制有三种方式:
    GL_TRIANGLES、GL_TRIANGLE_STRIP和GL_TRIANGLE_FAN

    GL_TRIANGLES比较好理解,按照一个个三角形来绘制,每次给三个坐标。
    GL_TRIANGLE_STRIP,起始三个点,后面没增加一个点就增加一个三角形


    三角形绘制模式

    为保证所有三角形绘制都遵循顺时针原则(剔除中用到),要求当前增加的点角标为奇数:绘制顺序T=[n-1, n-2, n]
    为偶数:绘制顺序T=[n-2, n-1, n]
    参考下图,自己拿笔画一画就明白了


    绘制顺序

    绘制球体的其他代码就很好理解了不一一说明

    unsigned int sphereVAO = 0;
    unsigned int indexCount;
    void renderSphere()
    {
        if (sphereVAO == 0)
        {
            glGenVertexArrays(1, &sphereVAO);
    
            unsigned int vbo, ebo;
            glGenBuffers(1, &vbo);
            glGenBuffers(1, &ebo);
    
            std::vector<glm::vec3> positions;
            std::vector<glm::vec2> uv;
            std::vector<glm::vec3> normals;
            std::vector<unsigned int> indices;
    
            const unsigned int X_SEGMENTS = 64;
            const unsigned int Y_SEGMENTS = 64;
            const float PI = 3.14159265359;
            for (unsigned int y = 0; y <= Y_SEGMENTS; ++y)
            {
                for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
                {
                    float xSegment = (float)x / (float)X_SEGMENTS;
                    float ySegment = (float)y / (float)Y_SEGMENTS;
                    float xPos = std::cos(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
                    float yPos = std::cos(ySegment * PI);
                    float zPos = std::sin(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
    
                    positions.push_back(glm::vec3(xPos, yPos, zPos));
                    uv.push_back(glm::vec2(xSegment, ySegment));
                    normals.push_back(glm::vec3(xPos, yPos, zPos));
                }
            }
    
            bool oddRow = false;
            for (unsigned int y = 0; y < Y_SEGMENTS; ++y)
            {
                if (!oddRow) // even rows: y == 0, y == 2; and so on
                {
                    for (unsigned int x = 0; x <= X_SEGMENTS; ++x)
                    {
                        indices.push_back(y       * (X_SEGMENTS + 1) + x);
                        indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
                    }
                }
    
              // 这里奇偶分开添加是有道理的,奇偶分开添加,就能首位相连,自己可以拿笔画一画
                else
                {
                    for (int x = X_SEGMENTS; x >= 0; --x)
                    {
                        indices.push_back((y + 1) * (X_SEGMENTS + 1) + x);
                        indices.push_back(y       * (X_SEGMENTS + 1) + x);
                    }
                }
                oddRow = !oddRow;
            }
            indexCount = indices.size();
    
            std::vector<float> data;
            for (unsigned int i = 0; i < positions.size(); ++i)
            {
                data.push_back(positions[i].x);
                data.push_back(positions[i].y);
                data.push_back(positions[i].z);
                if (uv.size() > 0)
                {
                    data.push_back(uv[i].x);
                    data.push_back(uv[i].y);
                }
                if (normals.size() > 0)
                {
                    data.push_back(normals[i].x);
                    data.push_back(normals[i].y);
                    data.push_back(normals[i].z);
                }
            }
            glBindVertexArray(sphereVAO);
            glBindBuffer(GL_ARRAY_BUFFER, vbo);
            glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(float), &data[0], GL_STATIC_DRAW);
            glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
            glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
            float stride = (3 + 2 + 3) * sizeof(float);
            glEnableVertexAttribArray(0);
            glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, stride, (void*)0);
            glEnableVertexAttribArray(1);
            glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
            glEnableVertexAttribArray(2);
            glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, stride, (void*)(5 * sizeof(float)));
        }
    
        glBindVertexArray(sphereVAO);
        glDrawElements(GL_TRIANGLE_STRIP, indexCount, GL_UNSIGNED_INT, 0);
    }
    

    三、线条模式绘制动画

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