【OpenGL】绘制球体

步骤

1-初始化:

GLFW窗口,GLAD

2-计算球体顶点:

通过数学方法计算球体的每个顶点坐标

3-数据处理:

通过球体顶点坐标构造三角形网络,生成并绑定VAO&VBO&EBO(准备再GPU中进行处理),设置顶点属性指针(本质上就是告诉OpenGL如何处理数据)

4-着色器:

给出顶点和片段着色器,然后链接为着色器程序,渲染时使用着色器程序

5-渲染:

使用画线模式画圆,开启面剔除,剔除背面,使用线框模式画球,清空缓冲,交换缓冲区检查触发事件

6-结束:

释放资源

结果

填充模式和线框模式效果对比
开启面剔除和线框模式效果对比

只需要展示一个面,否则会有重合,此处剔除背面为例

代码

此处只给出main.cpp,具体工程参考评论中所对应课程的实验,拥有详细的实验步骤

main.cpp
/*
步骤:
1-初始化: GLFW窗口,GLAD
2-计算球体顶点:通过数学方法计算球体的每个顶点坐标
3-数据处理: 通过球体顶点坐标构造三角形网络,生成并绑定VAO&VBO&EBO(准备再GPU中进行处理),设置顶点属性指针(本质上就是告诉OpenGL如何处理数据)
4-着色器:给出顶点和片段着色器,然后链接为着色器程序,渲染时使用着色器程序
5-渲染:使用画线模式画圆,开启面剔除,剔除背面,使用线框模式画球,清空缓冲,交换缓冲区检查触发事件
6-结束:释放资源
*/
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include "Shader.h"
#include <iostream>
#include <math.h>
#include <vector>

const unsigned int screen_width = 780;
const unsigned int screen_height = 780;
const GLfloat PI= 3.14159265358979323846f;
//将球横纵划分成50*50的网格
const int Y_SEGMENTS = 50;
const int X_SEGMENTS = 50;

int main()
{
	/*1-初始化*/
	//初始化GLFW
	glfwInit();//初始化GLFW
	glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);//opengl版本号3.3
	glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);// 次版本号3
	glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);//使用核心模式(无序向后兼容性)
	glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);//如果使用的是Mac OS X系统,需加上这行
	glfwWindowHint(GLFW_RESIZABLE, false);//不可改变窗口大小

	//创建窗口(宽、高、窗口名称)
	auto window = glfwCreateWindow(screen_width, screen_height,"Sphere",nullptr,nullptr);
	//检测窗口是否创建成功
	if (window==nullptr)
	{
		std::cout << "Failed to Create OpenGL Context" << std::endl;
		glfwTerminate();
		return -1;
	}
	glfwMakeContextCurrent(window);//将窗口的上下文设置为当前进程的主上下文

	//初始化GLAD,加载OpenGL指针地址的函数
	if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
	{
		std::cout<<"Failed to initialize GLAD"<<std::endl;
			return -1;
	}
	//指定当前视口尺寸(前两个参数为左下角位置,后两个参数是渲染窗口宽、高)
	glViewport(0, 0, screen_width, screen_height);

	
	std::vector<float> sphereVertices;
	std::vector<int> sphereIndices;

	/*2-计算球体顶点*/
	//生成球的顶点
	for (int y=0;y<=Y_SEGMENTS;y++)
	{
		for (int x=0;x<=X_SEGMENTS;x++)
		{
			float xSegment = (float)x / (float)X_SEGMENTS;
			float ySegment = (float)y / (float)Y_SEGMENTS;
			float xPos = std::cos(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
			float yPos = std::cos(ySegment * PI);
			float zPos = std::sin(xSegment * 2.0f * PI) * std::sin(ySegment * PI);
			sphereVertices.push_back(xPos);
			sphereVertices.push_back(yPos);
			sphereVertices.push_back(zPos);
		}
	}

	//生成球的Indices
	for (int i=0;i<Y_SEGMENTS;i++)
	{
		for (int j=0;j<X_SEGMENTS;j++)
		{
			sphereIndices.push_back(i * (X_SEGMENTS + 1) + j);
			sphereIndices.push_back((i + 1) * (X_SEGMENTS + 1) + j);
			sphereIndices.push_back((i + 1) * (X_SEGMENTS + 1) + j+1);
			sphereIndices.push_back(i* (X_SEGMENTS + 1) + j);
			sphereIndices.push_back((i + 1) * (X_SEGMENTS + 1) + j + 1);
			sphereIndices.push_back(i * (X_SEGMENTS + 1) + j + 1);
		}
	}


	/*3-数据处理*/
	unsigned int VBO, VAO;
	glGenVertexArrays(1, &VAO);
	glGenBuffers(1, &VBO);
	//生成并绑定球体的VAO和VBO
	glBindVertexArray(VAO);
	glBindBuffer(GL_ARRAY_BUFFER, VBO);
	//将顶点数据绑定至当前默认的缓冲中
	glBufferData(GL_ARRAY_BUFFER, sphereVertices.size() * sizeof(float), &sphereVertices[0], GL_STATIC_DRAW);

	GLuint element_buffer_object;//EBO
	glGenBuffers(1, &element_buffer_object);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, element_buffer_object);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, sphereIndices.size() * sizeof(int), &sphereIndices[0], GL_STATIC_DRAW);

	//设置顶点属性指针
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
	glEnableVertexAttribArray(0);

	//解绑VAO和VBO
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindVertexArray(0);
	/*4-着色器*/
	Shader shader("task3.vs", "task3.fs");

	/*5-渲染*/
	//渲染循环
	while (!glfwWindowShouldClose(window))
	{
		//清空颜色缓冲
		glClearColor(0.0f, 0.34f, 0.57f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT);

		shader.Use();
		//绘制球
		//开启面剔除(只需要展示一个面,否则会有重合)
		glEnable(GL_CULL_FACE);
		glCullFace(GL_BACK);
		glBindVertexArray(VAO);
		//使用线框模式绘制
		glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
		glDrawElements(GL_TRIANGLES, X_SEGMENTS * Y_SEGMENTS * 6, GL_UNSIGNED_INT, 0);
		//点阵模式绘制
		//glPointSize(5);
		//glDrawElements(GL_POINTS, X_SEGMENTS * Y_SEGMENTS * 6, GL_UNSIGNED_INT, 0);
		//交换缓冲并且检查是否有触发事件(比如键盘输入、鼠标移动)
		glfwSwapBuffers(window);
		glfwPollEvents();
	}
	
	/*6-结束*/
	//删除VAO和VBO,EBO
	glDeleteVertexArrays(1, &VAO);
	glDeleteBuffers(1, &VBO);
	glDeleteBuffers(1, &element_buffer_object);

	//清理所有的资源并正确退出程序
	glfwTerminate();
	return 0;

}
### 使用OpenGL绘制球体 #### 创建窗口并初始化OpenGL上下文 为了使用OpenGL绘制球体,首先需要创建一个窗口,并在此基础上初始化OpenGL上下文。这一步骤通常借助于第三方库完成,比如GLFW或SDL。 ```cpp // C++代码示例 #include <GL/glew.h> #include <GLFW/glfw3.h> void createWindow(int width, int height) { glfwInit(); GLFWwindow* window = glfwCreateWindow(width, height, "LearnOpenGL", NULL, NULL); if (!window) { std::cout << "Failed to create GLFW window" << std::endl; glfwTerminate(); exit(-1); } glfwMakeContextCurrent(window); glewExperimental = GL_TRUE; // 需要设置为true才能正常使用GLEW if (glewInit() != GLEW_OK) { // 初始化GLEW std::cout << "Failed to initialize GLEW" << std::endl; exit(-1); } glViewport(0, 0, width, height); // 设置视口大小 } ``` #### 定义顶点数据和索引缓冲对象(IBO) 对于球体而言,其表面由多个三角形组成。这些三角形通过一系列顶点坐标表示。下面展示了一个简单的面网格生成算法: ```cpp std::vector<float> generateSphereVertices(float radius, unsigned int slices, unsigned int stacks) { float PI = 3.14159f; std::vector<float> vertices; for(unsigned int i=0 ;i<=stacks;++i){ double lat0=(PI*(double)(i-1)/(double)stacks)-(PI/2.); double z0 = sin(lat0)*radius; double zr0 = cos(lat0)*radius; double lat1=(PI*(double)i/(double)stacks)-(PI/2.); double z1 = sin(lat1)*radius; double zr1 = cos(lat1)*radius; for(unsigned int j=0;j<=slices;++j){ double lng = 2.*PI*(double)(j)/(double)slices; double x = cos(lng)*zr0; double y = sin(lng)*zr0; vertices.push_back(x); vertices.push_back(y); vertices.push_back(z0); x = cos(lng)*zr1; y = sin(lng)*zr1; vertices.push_back(x); vertices.push_back(y); vertices.push_back(z1); } } return vertices; } unsigned int VBO, IBO; glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices.data(), GL_STATIC_DRAW); glGenBuffers(1, &IBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size()*sizeof(unsigned short), indices.data(), GL_STATIC_DRAW); ``` #### 编写着色器程序 接着编写两个着色器——顶点着色器和片段着色器来处理几何变换以及颜色计算等工作。 **顶点着色器** ```c #version 330 core layout(location = 0) in vec3 aPos; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { gl_Position = projection * view * model * vec4(aPos, 1.0); } ``` **片段着色器** ```c #version 330 core out vec4 FragColor; void main() { FragColor = vec4(1.0, 0.5, 0.2, 1.0); // 橙色 } ``` #### 渲染循环 最后,在主渲染循环内调用`drawElements()`方法即可将之前准备好的顶点数组按照指定的方式呈现到屏幕上。 ```cpp while(!glfwWindowShouldClose(window)){ processInput(window); glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); ourShader.use(); glBindVertexArray(VAO); glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0); glfwSwapBuffers(window); glfwPollEvents(); } ```
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