我正在修改此答案Creating a 3D sphere in Opengl using Visual C++中提供的优秀代码以满足我的需求,即使用GL_TRIANGLES绘制它并面对这样的剔除:
GLCALL(glEnable(GL_CULL_FACE));
GLCALL(glCullFace(GL_BACK));
GLCALL(glFrontFace(GL_CCW));
我设法使指数适用于三角形,但我不知道如何消除剔除面部问题;事实上,它使用我在下面提到的indice设置来剔除错误的面孔:
bool CreateSphereData(const float radius, const uint32_t rings, const uint32_t sectors, std::vector<float>& vertexData, std::vector<float>& normalData, std::vector<float>& texcoordData, std::vector<uint32_t>& indiceData)
{
if (radius <= 0 || rings <= 0 || sectors <= 0)
return false;
const float R = 1.0f / (float)(rings - 1);
const float S = 1.0f / (float)(sectors - 1);
const float pi = boost::math::constants::pi<float>();
const float pi_2 = pi / 2;
vertexData.resize(rings * sectors * 3);
normalData.resize(rings * sectors * 3);
texcoordData.resize(rings * sectors * 2);
auto v = vertexData.begin();
auto n = normalData.begin();
auto t = texcoordData.begin();
for (uint32_t r = 0; r < rings; r++)
{
for (uint32_t s = 0; s < sectors; s++)
{
const float y = sin(-pi_2 + pi * r * R);
const float x = cos(2 * pi * s * S) * sin(pi * r * R);
const float z = sin(2 * pi * s * S) * sin(pi * r * R);
*t++ = s*S;
*t++ = r*R;
*v++ = x * radius;
*v++ = y * radius;
*v++ = z * radius;
*n++ = x;
*n++ = y;
*n++ = z;
}
}
indiceData.resize(rings * sectors * 6);
auto i = indiceData.begin();
for (uint32_t r = 0; r < rings; r++)
{
for (uint32_t s = 0; s < sectors; s++)
{
*i++ = (r + 1) * sectors + s;
*i++ = r * sectors + s;
*i++ = r * sectors + (s + 1);
*i++ = (r + 1) * sectors + (s + 1);
*i++ = (r + 1) * sectors + s;
*i++ = r * sectors + (s + 1);
}
}
return true;
}
我确信它很简单,但我无法做到。有什么指针吗?
EDIT /解答:
以下索引只需使用上述设置正确绘制:
indiceData.resize(rings * sectors * 6);
auto i = indiceData.begin();
for (uint32_t r = 0; r < rings-1; r++)
{
for (uint32_t s = 0; s < sectors-1; s++)
{
*i++ = r * sectors + (s + 1);
*i++ = r * sectors + s;
*i++ = (r + 1) * sectors + s;
*i++ = r * sectors + (s + 1);
*i++ = (r + 1) * sectors + s;
*i++ = (r + 1) * sectors + (s + 1);
}
}