Qt OpenGL 使用递归细分正二十面体逼近球体
在上一章中,我们讨论了如何利用正四面体来近似球面。
这一张我们讨论如何利用正二十面体来逼近球面。
正二十面体(Icosahedron )的二十个面都是等边三角形围,对于近似球体来说,也是一个不错的起点。
下面就是绘制的代码:
代码思路和逼近正四面体一样。
Widget.cpp
#include "Widget.h"
#include "Camera.hpp"
#include "qopenglext.h"
#include "qvector3d.h"
#include <QApplication>
#include <QMouseEvent>
#include <QThread>
#include <QVector3D>
#include <vector>
#define qRandom QRandomGenerator::global ()
#define qout if( 1 ) qDebug() << __FILE__ << __LINE__ << ": "
int rotateAngle = 0;
#define X .525731112119133606f
#define Z .850650808352039932f
static QVector3D v[12] = {
{ -X, 0.0f, Z }, { X, 0.0f, Z }, { -X, 0.0f, -Z }, { X, 0.0f, -Z },
{0.0f, Z, X }, {0.0f, Z, -X }, {0.0f, -Z, X }, {0.0f, -Z, -X },
{ Z, X, 0.0f }, { -Z, X, 0.0f }, { Z, -X, 0.0f }, { -Z, -X, 0.0f }
};
static GLuint tindices[20][3] = {
{1, 4, 0},{ 4,9,0}, {4, 5,9}, {8,5, 4}, { 1,8,4},
{1,10, 8},{10,3,8}, {8, 3,5}, {3,2, 5}, { 3,7,2},
{3,10, 7},{10,6,7}, {6,11,7}, {6,0,11}, { 6,1,0},
{10,1, 6},{11,0,9}, {2,11,9}, {5,2, 9}, {11,2,7}
};
std::vector<QVector3D> vdata;
void triangle(QVector3D a, QVector3D b, QVector3D c){
vdata.push_back (a);
vdata.push_back (b);
vdata.push_back (c);
}
void divide_triangle(QVector3D a, QVector3D b, QVector3D c, int n ){
QVector3D v1, v2, v3;
if( n > 0 ) {
// 如果使用归一化,顶点和的结果是否除以 2 都不影响结果
v1 = ( a + b )/2;
v2 = ( a + c )/2;
v3 = ( b + c )/2;
// 归一化 的坐标贴近球面。但如果不进行归一化,显示的就是一个细分的四面体
v1.normalize ();
v2.normalize ();
v3.normalize ();
divide_triangle(a, v2, v1, n-1);
divide_triangle(c, v3, v2, n-1);
divide_triangle(b, v1, v3, n-1);
divide_triangle(v1,v2, v3, n-1);
}
else
triangle (a,b,c);
}
void tetrahedron( int n ){
for (int i = 0; i < 20; ++i) {
divide_triangle (v[tindices[i][0]],v[tindices[i][1]],v[tindices[i][2]], n);
}
}
Widget::Widget(QWidget *parent)
: QOpenGLWidget(parent)
{
setWindowTitle ("Icosahedron_Sphere");
resize (200,200);
ratio = qApp->devicePixelRatio ();
tetrahedron(4);
qout << sizeof(QVector3D) * vdata.size ();
}
Widget::~Widget()
{
makeCurrent ();
glDeleteBuffers (1,&VBO);
glDeleteVertexArrays (1,&VAO);
doneCurrent ();
}
void Widget::initializeGL()
{
initializeOpenGLFunctions ();
const char *version =(const char *) glGetString (GL_VERSION);
qout << QString(version);
// ---------------------------------
glGenBuffers (1,&VBO);
glBindBuffer (GL_ARRAY_BUFFER,VBO);
glBufferData (GL_ARRAY_BUFFER,
sizeof(QVector3D) * vdata.size (),
vdata.data (),
GL_STATIC_DRAW);
// ---------------------------------
glGenVertexArrays (1,&VAO);
glBindVertexArray(VAO);
glVertexAttribPointer(0, // vao 索引,对应顶点着色器中的变量的位置 : “layout (location = 0) in vec3 aPos;”
3, // 变量中元素的个数, 比如 aPos变量 有 3 个数据【x,y,z】组成
GL_FLOAT, // 类型
GL_FALSE, // 标准化,是否在 [-1,1] 之间
3 * sizeof(float), // 步长,表示下个元组的首元素 和 该元组首元素之间的大小,因为顶点数据中 可能还夹杂颜色、法向量等数据
(void*)0 ); // 变量的偏移量,在多个变量混合时指定变量的偏移
glEnableVertexAttribArray(0); // 使用 location = 0 的索引
QString filename = ":/shader";
shaderProgram.addShaderFromSourceFile (QOpenGLShader::Vertex, filename+".vert");
shaderProgram.addShaderFromSourceFile (QOpenGLShader::Fragment, filename+".frag");
shaderProgram.link ();
glGenBuffers (1,&EBO);
glBindBuffer (GL_ELEMENT_ARRAY_BUFFER,EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(tindices), tindices, GL_STATIC_DRAW);
glBindBuffer (GL_ARRAY_BUFFER,0);
// 控制多边形的正面和背面的绘图模式
// glPolygonMode (GL_FRONT_AND_BACK,GL_LINE);
// 深度测试
glEnable(GL_DEPTH_TEST);
m_Camera.Position = QVector3D(0,0,3);
}
void Widget::paintGL()
{
glClearColor(0.2f, 0.3f, 0.3f, 1.0f); // 设置背景色
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport ((max-min)/2 ,0,min,min);
shaderProgram.bind ();
glBindVertexArray(VAO);
// drawXYZAxis ();
QMatrix4x4 model;
// model.rotate ( 15, 1.0f, 0.0f, 0.0f);
model.rotate ( rotateAngle-15, 0.0f, 1.0f, 0.0f);
QMatrix4x4 view;
QMatrix4x4 projection;
shaderProgram.setUniformValue ("model",model);
shaderProgram.setUniformValue ("view",view);
shaderProgram.setUniformValue ("projection",projection);
shaderProgram.setUniformValue ("u_color",1.0f, 0.0f, 0.0f, 1.0f); // 红色
glDrawArrays (GL_TRIANGLES, 0, (int)vdata.size ());
// glDrawElements (GL_TRIANGLES, 60, GL_UNSIGNED_INT, 0 );
// qout << this->windowState () << this->isActiveWindow () ;
// if( this->windowState () != Qt::WindowMinimized && 1 ){
if( 0 ){
QThread::currentThread ()->msleep (50);
rotateAngle += 1 ;
update ();
}
}
void Widget::resizeGL(int w, int h)
{
qout << "resizeGL";
min = std::min (w,h) * ratio;
max = std::max (w,h) * ratio;
}
顶点着色器
#version 330 core
layout (location = 0) in vec3 aPos;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out float z;
out vec3 color;
void main()
{
gl_Position = projection * view * model * vec4(aPos.x, aPos.y, aPos.z, 1.0);
color = vec3(sqrt(aPos.x*aPos.x),sqrt(aPos.y * aPos.y),sqrt(aPos.z * aPos.z));
z = aPos.z;
};
片段着色器
#version 330 core
uniform vec4 u_color;
in float z;
in vec3 color;
void main()
{
gl_FragColor = vec4( color *( 0.3 + z ),1.0 ); // 使用坐标转换过来的颜色
// gl_FragColor = u_color;
}