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  • opengl球形网格生成

    效果如图
    准备第三方库 glew、freeglut、glm
    代码包括主程序源文件mainApp.cpp、顶点着色器shader.vs、片元着色器shader.fs
     
    mainApp.cpp如下
    #include <stdio.h>
    #include <string.h> 
    #include <iostream>
    #include <fstream> 
    #include <sstream>
    #include <GL/glew.h>  
    #include <GL/freeglut.h>   
    #include <glm/glm.hpp>
    #include <glm/gtc/matrix_transform.hpp> 
    
    using namespace std; 
    using namespace glm;
    
    //shader文件
    const char* vsShaderName = "shader.vs";//顶点着色器
    const char* fsShaderName = "shader.fs";//片元着色器
    
    GLuint VBO;//顶点缓冲对象
    GLuint IBO;//索引缓冲对象
     
    static  GLfloat *vertices;//顶点数组
    static unsigned int *indices; //索引数组
    GLuint ShaderProgram;
    GLuint MatrixID; 
    int windowWidth = 800;
    int windowHeight = 800;
    //球体参数
    float radius=5.0f;//半径
    int longPart=19;//经线数
    int latPart=18;//纬线数
    int verticeNum = longPart * latPart + 2 * longPart;
    
    //相机参数
    glm::mat4 ViewMatrix;//视图矩阵
    glm::mat4 ProjectionMatrix; //投影矩阵
    glm::mat4 MVP;//模型视图矩阵
    glm::mat4 ModelMatrix;//模型矩阵
    glm::vec3 position = glm::vec3(5, 5, 5); //相机位置
    float horizontalAngle = 3.14f;
    float verticalAngle = 0.0f;
    float initialFoV = 45.0f; //相机视场角
    float speed = 0.05f; //平移速度
    float mouseSpeed = 0.05f;
    int mouseX, mouseY;//鼠标位置 窗口坐标
    
    // 传递键盘事件
    static void SpecialKeyboardCB(int Key, int x, int y)
    {
    	glm::vec3 direction(
    		cos(verticalAngle) * sin(horizontalAngle),
    		sin(verticalAngle),
    		cos(verticalAngle) * cos(horizontalAngle)
    	);
    	glm::vec3 right = glm::vec3(
    		sin(horizontalAngle - 3.14f / 2.0f),
    		0,
    		cos(horizontalAngle - 3.14f / 2.0f)
    	);
    	glm::vec3 up = glm::cross(right, direction);
    
    	switch (Key) {
    	case GLUT_KEY_UP:
    		position += direction  * speed;
    		fprintf(stderr, "up key
    ");
    		break;
    	case GLUT_KEY_RIGHT:
    		position += right  * speed;
    		fprintf(stderr, "right key
    ");
    		break;
    	case GLUT_KEY_DOWN:
    		position -= direction  * speed;
    		fprintf(stderr, "down key
    ");
    		break;
    	case GLUT_KEY_LEFT:
    		position -= right  * speed;
    		fprintf(stderr, "left key
    ");
    		break;
    	case GLUT_KEY_F4:
    		exit(1);
    	default:
    		fprintf(stderr, "Unimplemented GLUT key
    ");
    		//exit(1); 
    	}
    
    	float FoV = initialFoV;
    	ProjectionMatrix = glm::perspective(glm::radians(FoV), 4.0f / 3.0f, 0.1f, 100.0f);
    	ViewMatrix = glm::lookAt(
    		position,
    		position + direction,
    		up
    	);
    	ModelMatrix = glm::mat4(1.0);
    	MVP = ProjectionMatrix * ViewMatrix * ModelMatrix;
    	glutPostRedisplay();//设置窗口重绘
    }
    //传递鼠标事件
    static void PassiveMouseCB(int x, int y)
    {
    	horizontalAngle += mouseSpeed * float(x - mouseX);
    	verticalAngle += mouseSpeed * float(y - mouseY);
    	mouseX = x;
    	mouseY = y;
    	SpecialKeyboardCB(0, 0, 0);
    }
    
    //渲染回调函数 
    void RenderScenceCB() {
    	// 清空颜色缓存 
    	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    	glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);//线框模式
    	//传递mvp
    	glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
    	//传递顶点、索引
    	glEnableVertexAttribArray(0); 
    	glBindBuffer(GL_ARRAY_BUFFER, VBO); 
    	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); 
    	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
    	////test
    	//glDrawElements(GL_TRIANGLES, 3*4, GL_UNSIGNED_SHORT, 0);
    	glDrawElements(GL_TRIANGLES_ADJACENCY, (longPart - 1)* latPart * 3 * 2 * 4, GL_UNSIGNED_SHORT, 0);
    	glDisableVertexAttribArray(0); 
    	//交换前后缓存
    	glutSwapBuffers();
    } 
    
    //创建顶点
    static void CreateVertexBuffer()
    { 
    	////test
    	//vertices = new GLfloat[3* 3];
    	//vertices[0] = -1.0f;
    	//vertices[1] = -1.0f;
    	//vertices[2] = -1.0f;
    	//vertices[3] = -1.0f;
    	//vertices[4] = -1.0f;
    	//vertices[5] = 1.0f;
    	//vertices[6] = -1.0f;
    	//vertices[7] = 1.0f;
    	//vertices[8] = 1.0f;    
    	
    	vertices= new GLfloat[verticeNum * 3];
    	for (int i = 0; i < longPart; i++)
    	{
    		vertices[i * 3] = 0;
    		vertices[i * 3 + 1] = 0;
    		vertices[i * 3 + 2] = radius;
    	}     
    	float degreesToRadians = 3.141593f/ 180.0f; //弧度转换
    	float deltaLong = 360.0f / (longPart - 1);//经度每份对应度数
    	float deltaLat = 180.0f / (latPart + 2);//纬度每份对应度数  
    	for (int tempLat = 0; tempLat < latPart; tempLat++)
    	{
    		float tempAngle1 = ((tempLat + 1)* deltaLat) * degreesToRadians;
    		for (int tempLong = 0; tempLong < longPart; tempLong++)
    		{
    			float tempAngle2 = (tempLong*deltaLong) * degreesToRadians;
    			int tempIndex = tempLong + tempLat* longPart + longPart; 
    			vertices[tempIndex * 3] = sin(tempAngle1) * cos(tempAngle2)* radius;
    			vertices[tempIndex * 3 + 1] = sin(tempAngle1) * sin(tempAngle2)* radius;
    			vertices[tempIndex * 3 + 2] = cos(tempAngle1)* radius; 
    		}
    	}
    	for (int i = 0; i < longPart; i++)
    	{
    		vertices[(verticeNum - 1 - i) * 3] = 0;
    		vertices[(verticeNum - 1 - i) * 3 + 1] = 0;
    		vertices[(verticeNum - 1 - i) * 3 + 2] = -1.0f*radius;
    	} 
    	glGenBuffers(1, &VBO);
    	glBindBuffer(GL_ARRAY_BUFFER, VBO); 
    	////test
    	//glBufferData(GL_ARRAY_BUFFER, 3 * 3 * sizeof(GLfloat), vertices, GL_STATIC_DRAW);
    	glBufferData(GL_ARRAY_BUFFER, verticeNum * 3 * sizeof(GLfloat), vertices, GL_STATIC_DRAW);
    }
    //创建索引
    static void CreateIndexBuffer()
    {
    	////test
    	//indices = new unsigned int[3]; 
    	//indices[0] = 2;
    	//indices[1] = 1;
    	//indices[2] = 0; 
    
    	indices = new unsigned int[(longPart - 1)* latPart * 3 * 2];
    	int k = 0;
    	for (int i = 0; i < longPart - 1; i++)
    	{
    		indices[k++] = i;
    		indices[k++] = i + longPart;
    		indices[k++] = i + longPart + 1;
    	} 
    	for (int tempLat = 0; tempLat < latPart-1; tempLat++)
    	{ 
    		for (int tempLong = 0; tempLong < longPart - 1; tempLong++)
    		{
    			indices[k++] = tempLong + tempLat * longPart + longPart;
    			indices[k++] = tempLong + tempLat * longPart + 2 * longPart;
    			indices[k++] = tempLong + tempLat * longPart + longPart + 1;
    
    			indices[k++] = tempLong + tempLat * longPart + 2 * longPart;
    			indices[k++] = tempLong + tempLat * longPart + 1 + 2 * longPart;
    			indices[k++] = tempLong + tempLat * longPart + 1 + longPart;
    		}
    	}
    	for (int i = 0; i < longPart - 1; i++)
    	{
    		indices[k++] = verticeNum - 1 - i;
    		indices[k++] = verticeNum - 1 - i - longPart;
    		indices[k++] = verticeNum - 2 - i - longPart;
    	}  
    	glGenBuffers(1, &IBO);
    	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
    	////test
    	//glBufferData(GL_ELEMENT_ARRAY_BUFFER, 3* sizeof(unsigned int), indices, GL_STATIC_DRAW);
    
    	glBufferData(GL_ELEMENT_ARRAY_BUFFER, (longPart - 1)* latPart * 3 * 2 * sizeof(unsigned int), indices, GL_STATIC_DRAW);
    } 
    
    // 使用shader文本编译shader对象,并绑定shader到着色器程序中
    static void AddShader(GLuint ShaderProgram, const char* pShaderText, GLenum ShaderType)
    {
    	// 根据shader类型参数定义两个shader对象
    	GLuint ShaderObj = glCreateShader(ShaderType);
    	// 检查是否定义成功
    	if (ShaderObj == 0) {
    		fprintf(stderr, "Error creating shader type %d
    ", ShaderType);
    		exit(0);
    	}
    	// 定义shader的代码源
    	const GLchar* p[1];
    	p[0] = pShaderText;
    	GLint Lengths[1];
    	Lengths[0] = strlen(pShaderText);
    	glShaderSource(ShaderObj, 1, p, Lengths);
    	glCompileShader(ShaderObj);// 编译shader对象 
    							   // 检查和shader相关的错误
    	GLint success;
    	glGetShaderiv(ShaderObj, GL_COMPILE_STATUS, &success);
    	if (!success) {
    		GLchar InfoLog[1024];
    		glGetShaderInfoLog(ShaderObj, 1024, NULL, InfoLog);
    		fprintf(stderr, "Error compiling shader type %d: '%s'
    ", ShaderType, InfoLog);
    		exit(1);
    	}
    	// 将编译好的shader对象绑定到program object程序对象上
    	glAttachShader(ShaderProgram, ShaderObj);
    }
    
    // 编译着色器函数
    static void CompileShaders()
    {
    	// 创建着色器程序
    	ShaderProgram = glCreateProgram();
    	// 检查是否创建成功
    	if (ShaderProgram == 0) {
    		fprintf(stderr, "Error creating shader program
    ");
    		exit(1);
    	}
    	// 存储着色器文本的字符串
    	string vs, fs;
    	// 分别读取着色器文件中的文本到字符串
    	std::ifstream VertexShaderStream(vsShaderName, std::ios::in);
    	if (VertexShaderStream.is_open()) {
    		std::stringstream sstr;
    		sstr << VertexShaderStream.rdbuf();
    		vs = sstr.str();
    		VertexShaderStream.close();
    	}
    	else {
    		printf("Error to open %s
    ", vsShaderName);
    		getchar();
    		exit(0);
    	}
    	std::ifstream FragmentShaderStream(fsShaderName, std::ios::in);
    	if (FragmentShaderStream.is_open()) {
    		std::stringstream sstr;
    		sstr << FragmentShaderStream.rdbuf();
    		fs = sstr.str();
    		FragmentShaderStream.close();
    	}
    
    	// 添加顶点着色器和片段着色器
    	AddShader(ShaderProgram, vs.c_str(), GL_VERTEX_SHADER);
    	AddShader(ShaderProgram, fs.c_str(), GL_FRAGMENT_SHADER);
    	// 链接shader着色器程序,并检查程序相关错误
    	GLint Success = 0;
    	GLchar ErrorLog[1024] = { 0 };
    	glLinkProgram(ShaderProgram);
    	glGetProgramiv(ShaderProgram, GL_LINK_STATUS, &Success);
    	if (Success == 0) {
    		glGetProgramInfoLog(ShaderProgram, sizeof(ErrorLog), NULL, ErrorLog);
    		fprintf(stderr, "Error linking shader program: '%s'
    ", ErrorLog);
    		exit(1);
    	}
    	// 检查验证在当前的管线状态程序是否可以被执行
    	glValidateProgram(ShaderProgram);
    	glGetProgramiv(ShaderProgram, GL_VALIDATE_STATUS, &Success);
    	if (!Success) {
    		glGetProgramInfoLog(ShaderProgram, sizeof(ErrorLog), NULL, ErrorLog);
    		fprintf(stderr, "Invalid shader program: '%s'
    ", ErrorLog);
    		exit(1);
    	}
    	// 设置到管线声明中来使用上面成功建立的shader程序
    	glUseProgram(ShaderProgram);
    	MatrixID = glGetUniformLocation(ShaderProgram, "gWVP");
    }
    
    int main(int argc, char ** argv) {
    	// 初始化GLUT
    	glutInit(&argc, argv);
    	// 显示模式:双缓冲、RGBA
    	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);  
    	glutInitWindowSize(windowWidth, windowHeight);      
    	glutInitWindowPosition(100, 100);   
    	glutCreateWindow("sphere");  
    	GLenum res = glewInit();
    	if (res != GLEW_OK) {
    		fprintf(stderr, "Error: '%s'
    ", glewGetErrorString(res));
    		return 1;
    	} 
    	// 开始渲染
    	glutDisplayFunc(RenderScenceCB);
    	// 注册键盘事件
    	glutSpecialFunc(SpecialKeyboardCB);
    	//注册鼠标事件
    	glutPassiveMotionFunc(PassiveMouseCB);
    	mouseX = windowWidth / 2;
    	mouseY = windowHeight / 2;
    	// 缓存清空后的颜色值
    	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    	//创建顶点
    	CreateVertexBuffer();
    	//创建索引
    	CreateIndexBuffer(); 
    	// 编译着色器
    	CompileShaders(); 
    	//开启深度测试
    	glEnable(GL_DEPTH_TEST);
    	// 通知开始GLUT的内部循环
    	glutMainLoop();
    	delete vertices;
    	return 0;
    }
    
    shader.vs如下
    #version 330 
    layout (location = 0) in vec3 Position; 
    // WVP标准
    uniform mat4 gWVP;  
    void main()
    {
        gl_Position = gWVP * vec4(Position, 1.0); 
    }
    
    shader.fs如下
    #version 330 
    out vec3 FragColor;  
    void main()
    {
        FragColor = vec3(1.0, 0.0, 0.0);
    }
    

    本文链接https://www.cnblogs.com/gucheng/p/10134582.html

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  • 原文地址:https://www.cnblogs.com/gucheng/p/10134582.html
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