我正在尝试使用GL_TRIANGLES在OpenGL中渲染球体。 这是我用下面的代码得到的图像.. Bad Sphere
这应该是一个单位范围。
我从基本球体近似中导出了顶点 wikipedia.
这是我为渲染单位球体而创建的代码。 请让我知道我哪里出错了
void createGreenSphere(mat4 modelView){
std::vector< Vertex > v;
int numSphereSlices = 12;
int numSphereSegments = 12;
float theta = 0;
float phi = 0;
float phiDelt = (2*PI) / numSphereSegments;
float thetaDelt = PI / numSphereSlices;
float* vertices = new float[numSphereSlices*numSphereSegments*4];
float* normals = new float[numSphereSlices*numSphereSegments*4];
float* colors = new float[numSphereSlices*numSphereSegments*3];
int colorCnt = 0;
int vertCnt = 0;
for(int heightCnt = 0; heightCnt < numSphereSlices; heightCnt++){
theta += thetaDelt;
phi = 0;
for(int widthCnt = 0; widthCnt < numSphereSegments; widthCnt++){
phi += phiDelt;
vertices[vertCnt] = sin(theta)*cos(phi);
normals[vertCnt] = vertices[vertCnt];
vertCnt++;
vertices[vertCnt] = sin(theta)*sin(phi);
normals[vertCnt] = vertices[vertCnt];
vertCnt++;
vertices[vertCnt] = cos(theta);
normals[vertCnt] = vertices[vertCnt];
vertCnt++;
vertices[vertCnt] = 1.0;
normals[vertCnt] = vertices[vertCnt];
vertCnt++;
colors[colorCnt] = 0.0;
colorCnt++;
colors[colorCnt] = 1.0;
colorCnt++;
colors[colorCnt] = 0.0;
colorCnt++;
}
}
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, vertCnt-1 * sizeof(float), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, cbo);
glBufferData(GL_ARRAY_BUFFER, colorCnt-1 * sizeof(float), colors, GL_STREAM_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, nbo);
glBufferData(GL_ARRAY_BUFFER, vertCnt-1 * sizeof(float), normals, GL_STATIC_DRAW);
unsigned short* indices = new unsigned short[numSphereSlices*numSphereSegments*6];
int indexCnt = 0;
for (int i=0;i<numSphereSlices;i++){
for(int j=0;j<numSphereSegments;j++){
indices[indexCnt] = j + numSphereSegments*i;
indexCnt++;
indices[indexCnt] = j+1 + numSphereSegments*i;
indexCnt++;
indices[indexCnt] = numSphereSegments+j + numSphereSegments*i;
indexCnt++;
indices[indexCnt] = numSphereSegments+j+1 + numSphereSegments*i;
indexCnt++;
indices[indexCnt] = numSphereSegments+j + numSphereSegments*i;
indexCnt++;
indices[indexCnt] = j+1 + numSphereSegments*i;
indexCnt++;
}
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (numSphereSlices*numSphereSegments*6) * sizeof(unsigned short), indices, GL_STATIC_DRAW);
delete [] indices;
glUniformMatrix4fv(u_modelMatrixLocation, 1, GL_FALSE, &modelView[0][0]);
glDrawElements(GL_TRIANGLES, numSphereSlices*numSphereSegments, GL_UNSIGNED_SHORT, 0);
glDisableVertexAttribArray(positionLocation);
glDisableVertexAttribArray(colorLocation);
glDisableVertexAttribArray(normalLocation);
}
我不确定问题是在创建顶点还是链接索引..
答案 0 :(得分:3)
复制并粘贴我最初在Creating a 3D sphere in Opengl using Visual C++
中编写的一些代码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;
}
}
}