在opengl中计算一个球体 [英] calculating a sphere in opengl

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问题描述

我想计算所有需要的顶点并用线连接它们,所以我最终想出了一个球体。有多少种方法可以做到这一点?而且顶点之间的线会是直的;我怎么能让他们弯曲我知道我可以使用glutWireSphere(),但我有兴趣实际计算顶点。我想到的一种方式是将所有顶点手动放入数组中,但我认为这不是它的完成方式。 解决方案 div>

复制并粘贴我最初写在使用Visual C ++在Opengl中创建3D球体

  class SolidSphere 
{
保护
std :: vector< GLfloat>顶点;
std :: vector< GLfloat>法线;
std :: vector< GLfloat> texcoords;
std :: vector< GLushort>指数;
$ b $ public:
void SolidSphere(float radius,unsigned int rings,unsigned int sector)
{
float const R = 1./(float)(rings- 1);
float const S = 1./(float)(sectors-1);
int r,s;

sphere_vertices.resize(rings * sectors * 3);
sphere_normals.resize(rings * sectors * 3);
sphere_texcoords.resize(rings * sectors * 2);
std :: vector< GLfloat> :: iterator v = sphere_vertices.begin();
std :: vector< GLfloat> :: iterator n = sphere_normals.begin();
std :: vector< GLfloat> :: iterator t = sphere_texcoords.begin(); (s = 0; s <扇区; s ++){
float const y = sin(-M_PI_2 + M_PI * r * R)的情况下,对于(r = 0; r < ;
float const x = cos(2 * M_PI * s * S)* sin(M_PI * r * R);
float const z = sin(2 * M_PI * s * S)* sin(M_PI * r * R);

* t ++ = s * S;
* t ++ = r * R;

* v ++ = x * radius;
* v ++ = y * radius;
* v ++ = z * radius;

* n ++ = x;
* n ++ = y;
* n ++ = z;
}

sphere_indices.resize(rings * sectors * 4);
std:vector< GLushort> :: iterator i = sphere_indices.begin();对于(s = 0; s <扇区; s ++){
* i ++ = r *扇区+ s;对于(r = 0; r * i ++ = r * sector +(s + 1);
* i ++ =(r + 1)* sector +(s + 1);
* i ++ =(r + 1)* sector + s;


$ b void draw(GLfloat x,GLfloat y,GLfloat z)
{
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslatef(x,y,z);

glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);

glVertexPointer(3,GL_FLOAT,0,& sphere_vertices [0]);
glNormalPointer(GL_FLOAT,0,& sphere_normals [0]);
glTexCoordPointer(2,GL_FLOAT,0,& sphere_texcoords [0]);
glDrawElements(GL_QUADS,sphere_indices.size()/ 4,GL_UNSIGNED_SHORT,sphere_indices);
glPopMatrix();
}
}




我该如何制作他们弯曲


你不能。所有OpenGL原语都是仿射的,即平面或直线。通过绘制具有足够分辨率的短直线部分来模拟曲率。

I want to calculate all the vertices needed and connect them with lines, so I eventually come up with a sphere. How many ways are there to do it? And also the lines between the vertices, will be straight; how can I make them "curved" I know that I can use glutWireSphere(), but I am interested in actually calculating the vertices. A way that I thought about it, was to put all the vertices manually in an array, but I guess that is not the way it's done.

解决方案

Copy and Pasting some code I originally wrote in Creating a 3D sphere in Opengl using Visual C++

class SolidSphere
{
protected
    std::vector<GLfloat> vertices;
    std::vector<GLfloat> normals;
    std::vector<GLfloat> texcoords;
    std::vector<GLushort> indices;

public:
    void SolidSphere(float radius, unsigned int rings, unsigned int sectors)
    {
        float const R = 1./(float)(rings-1);
        float const S = 1./(float)(sectors-1);
        int r, s;

        sphere_vertices.resize(rings * sectors * 3);
        sphere_normals.resize(rings * sectors * 3);
        sphere_texcoords.resize(rings * sectors * 2);
        std::vector<GLfloat>::iterator v = sphere_vertices.begin();
        std::vector<GLfloat>::iterator n = sphere_normals.begin();
        std::vector<GLfloat>::iterator t = sphere_texcoords.begin();
        for(r = 0; r < rings; r++) for(s = 0; s < sectors; s++) {
                float const y = sin( -M_PI_2 + M_PI * r * R );
                float const x = cos(2*M_PI * s * S) * sin( M_PI * r * R );
                float const z = sin(2*M_PI * s * S) * sin( M_PI * r * R );

                *t++ = s*S;
                *t++ = r*R;

                *v++ = x * radius;
                *v++ = y * radius;
                *v++ = z * radius;

                *n++ = x;
                *n++ = y;
                *n++ = z;
        }

        sphere_indices.resize(rings * sectors * 4);
        std:vector<GLushort>::iterator i = sphere_indices.begin();
        for(r = 0; r < rings; r++) for(s = 0; s < sectors; s++) {
                *i++ = r * sectors + s;
                *i++ = r * sectors + (s+1);
                *i++ = (r+1) * sectors + (s+1);
                *i++ = (r+1) * sectors + s;
        }
    }

    void draw(GLfloat x, GLfloat y, GLfloat z)
    {
        glMatrixMode(GL_MODELVIEW);
        glPushMatrix();
        glTranslatef(x,y,z);

        glEnableClientState(GL_VERTEX_ARRAY);
        glEnableClientState(GL_NORMAL_ARRAY);
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);

        glVertexPointer(3, GL_FLOAT, 0, &sphere_vertices[0]);
        glNormalPointer(GL_FLOAT, 0, &sphere_normals[0]);
        glTexCoordPointer(2, GL_FLOAT, 0, &sphere_texcoords[0]);
        glDrawElements(GL_QUADS, sphere_indices.size()/4, GL_UNSIGNED_SHORT, sphere_indices);
        glPopMatrix();
    }
}

how can I make them "curved"

You can't. All OpenGL primitives are "affine", i.e. planar or straight. Curvature is emulated by drawing short, straight sections with sufficient resolution.

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