在opengl中计算一个球体 [英] calculating a sphere in opengl
问题描述
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.
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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