球体计算 [英] Sphere Calculations
问题描述
因此,我使用此算法创建了所有正确的球面顶点:
So I have created all of the correct sphere vertices using this algorithm:
GLint total = 100;
GLfloat radius = 200;
GLfloat sphereVertices[30000];
for (int i = 0; i < total; i++)
{
float lon = map(i, 0, total, -M_PI, M_PI);
for (int j = 0; j < total; j++)
{
float lat = map(j, 0, total, -M_PI/2, M_PI/2);
sphereVertices[(i * 300) + (j * 3)] = radius * sin(lon) * cos(lat);
sphereVertices[(i * 300) + (j * 3) + 1] = radius * sin(lon) * sin(lat);
sphereVertices[(i * 300) + (j * 3) + 2] = radius * cos(lon);
}
}
但是当我使用GL_TRIANGLES和GL_TRIANGLE_STRIP绘制它时,我得到的结果如下:
But when I draw it using either GL_TRIANGLES and GL_TRIANGLE_STRIP, I'm produced with this result:
如您所见,正在渲染的唯一三角形正切过球体的中心.我的数学错了吗?还是不是将数据绘制到数组中,这是我的glVertexAttribPointer函数正确读取数据的正确方法?
As you can see the only triangles which are being rendered are slicing through the center of the sphere. Is my math wrong? Or am I not plotting my data into my array the correct way for my glVertexAttribPointer function to read the data correctly?
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), 0);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glDrawArrays(GL_TRIANGLES, 0, 10000);
推荐答案
您不能直接通过glDrawArrays
绘制标记.您必须按照适当的顺序处理它们.
创建一个三角形索引列表,并使用 glDrawElements
You cant't draw the inices directly by glDrawArrays
. You have to bring them in a proper order.
Create a triangle index list and use glDrawElements
另请参见还要注意,您的循环应从i = 0
到i <= total
,因为您要在球的两个极点上创建顶点坐标.
Further note, that your loop should run from i = 0
to i <= total
, because you want to create vertex coordinates on both poles of the sphere.
GLint layers = 100;
GLint circumferenceTiles = 100;
std::vector<GLfloat> sphereVertices;
va.reserve( (layers+1)*(circumferenceTiles+1)*3 ); // 3 floats: x, y, z
for ( int i = 0; i <= layers; ++ i )
{
GLfloat lon = map(i, 0, layers, -M_PI, M_PI);
GLfloat lon_sin = std::sin( lon );
GLfloat lon_cos = std::cos( lon );
for ( int j = 0; j <= circumferenceTiles; j ++ )
{
GLfloat lat = map(j, 0, circumferenceTiles, -M_PI/2, M_PI/2);
GLfloat lat_sin = std::sin( lat);
GLfloat lat_cos = std::cos( lat);
va.push_back( lon_cos * lat_cos ); // x
va.push_back( lon_cos * lat_sin ); // y
va.push_back( lon_sin ); // z
}
}
您可以通过堆叠光盘来创建三角形:
You can create triangles by stacking up discs:
// create the face indices
std::vector<GLuint> ia;
ia.reserve( layers*circumferenceTiles*6 );
for ( GLuint il = 0; il < layers; ++ il )
{
for ( GLuint ic = 0; ic < circumferenceTiles; ic ++ )
{
GLuint i0 = il * (circumferenceTiles+1) + ic;
GLuint i1 = i0 + 1;
GLuint i3 = i0 + circumferenceTiles+1;
GLuint i2 = i3 + 1;
int faces[]{ i0, i1, i2, i0, i2, i3 };
ia.insert(ia.end(), faces+(il==0?3:0), faces+(il==layers-1?3:6));
}
}
指定顶点数组对象:
GLuint vao;
glGenVertexArrays( 1, &vao );
glBindVertexArray( vao );
GLuint vbo;
glGenBuffers( 1, &vbo );
glBindBuffer( GL_ARRAY_BUFFER, vbo );
glBufferData( GL_ARRAY_BUFFER, sphereVertices.size()*sizeof(GLfloat), sphereVertices.data(),
GL_STATIC_DRAW );
GLuint ibo;
glGenBuffers( 1, &ibo );
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, ibo );
glBufferData( GL_ELEMENT_ARRAY_BUFFER, ia.size()*sizeof(GLuint), ia.data(), GL_STATIC_DRAW );
GLuint v_attr_inx = 0;
glVertexAttribPointer( v_attr_inx , 3, GL_FLOAT, GL_FALSE, 0, 0 );
glEnableVertexAttribArray( v_attr_inx );
glBindVertexArray( 0 );
glBindBuffer( GL_ARRAY_BUFFER, 0 );
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
绘制球体:
glBindVertexArray( vao );
glDrawElements( GL_TRIANGLES, (GLsizei)ia.size(), GL_UNSIGNED_INT, 0 );
glBindVertexArray( 0 );
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