学习opengl可编程管线的基础知识的网站:learnOpengl
上一章写了如何画直线,但是只能画一条,画第二条会把之前的抵消掉。因此先说一说怎么存储已画好的线段。其实很简单,线段的存储其实就是VAO与VBO的存储,那么我们只需用两个vector分别存储已生成的VAO与VBO,每新画一个线段,就给每个vector push_back一个新的unsigned int,然后将新线段的数据绑定到VAO与VBO中即可。
接下来说画圆。画圆的思路就是以两次鼠标点击处连成的线为直径,生成若干个点,将这些点依次相连,就组成了圆。具体实现:
case circle:
if (!firstClick)
{
double circleCenterX = (startPointX + windowPosX) / 2,
circleCenterY = (startPointY + windowPosY) / 2;
double radius = sqrt(pow(startPointX - circleCenterX, 2) + pow(startPointY - circleCenterY, 2));
int divide = 100;
circlePoints[circlePoints.size() - 1] = divide;
double vertices[300];
for (int i = 0; i < divide * 3; i = i+3)
{
double theta = 2 * PI*(i / 3) / divide;
vertices[i] = circleCenterX + radius * sin(theta);
vertices[i + 1] = circleCenterY + radius * cos(theta);
vertices[i + 2] = 0;
}
glBindBuffer(GL_ARRAY_BUFFER, circleVBOS[circleVBOS.size() - 1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindVertexArray(circleVAOS[circleVAOS.size() - 1]);
glVertexAttribPointer(0, 3, GL_DOUBLE, GL_FALSE, 3 * sizeof(double), (void*)0);
glEnableVertexAttribArray(0);
//解绑
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
break;
着色:
for (int i = 0; i < circleVAOS.size(); i++)
{
glBindVertexArray(circleVAOS[i]);
glDrawArrays(GL_LINE_LOOP, 0, circlePoints[i]);
}
注意这里的glDrawArrays的第一个参数要用GL_LINE_LOOP,这样最后一个点会与第一个点连上。
然后是贝塞尔曲线,贝塞尔曲线的绘制总共需要鼠标点击四次。第一次确定起点,第二次确定终点。第三、四次用来调整曲线弧度。
case bezier:
if(bezierP)
switch (bezierP)
{
case 1:
{
double vertices[300];
int i = 0;
for (double t = 0.0; t <= 1; t += 0.01)
{
double a1 = pow((1 - t), 3);
double a2 = pow((1 - t), 2) * 3 * t;
double a3 = 3 * t*t*(1 - t);
double a4 = t * t*t;
vertices[i] = startPointX * a1 + startPointX * a2 + windowPosX * a3 + windowPosX * a4;
vertices[i + 1] = startPointY * a1 + startPointY * a2 + windowPosY * a3 + windowPosY * a4;
vertices[i + 2] = 0;
i += 3;
}
glBindBuffer(GL_ARRAY_BUFFER, bezierVBOS[bezierVBOS.size() - 1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindVertexArray(bezierVAOS[bezierVAOS.size() - 1]);
glVertexAttribPointer(0, 3, GL_DOUBLE, GL_FALSE, 3 * sizeof(double), (void*)0);
glEnableVertexAttribArray(0);
//解绑
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
break;
}
case 2:
{
double vertices[300];
int i = 0;
for (double t = 0.0; t <= 1; t += 0.01)
{
double a1 = pow((1 - t), 3);
double a2 = pow((1 - t), 2) * 3 * t;
double a3 = 3 * t*t*(1 - t);
double a4 = t * t*t;
vertices[i] = startPointX * a1 + windowPosX * a2 + endPointX * a3 + endPointX * a4;
vertices[i + 1] = startPointY * a1 + windowPosY * a2 + endPointY * a3 + endPointY * a4;
vertices[i + 2] = 0;
i += 3;
}