根据前面的实践,已能经过代码生成球面的顶点,要将2维图贴到球表面;只要能计算出每一个顶点对应的纹理坐标就能够了;关于2维图贴到球面的公式以下:html
float pi = 3.14159265;ide
U = arcsin(z / R)/pi + 0.5;
V = arctan(y/x)/2/pi;
x、y、z分别为顶点的三个坐标。由此咱们即可以贴图了,另外咱们还能够利用shader函数帮咱们计算,以减小cpu消耗。函数
我在贴图的同时,加入了光照效果;其渲染器实现以下:this
#ifndef BALLTEXTURERENDER_H #define BALLTEXTURERENDER_H #include <QOpenGLExtraFunctions> #include <QOpenGLTexture> #include <QOpenGLBuffer> #include <QOpenGLShaderProgram> #include <QImage> #define PI 3.14159265f class BallTextureRender { public: BallTextureRender() = default; ~BallTextureRender(); void initsize(float r,QImage &img); //根据图片,生成纹理数据 void render(QOpenGLExtraFunctions *f,QMatrix4x4 &pMatrix,QMatrix4x4 &vMatrix,QMatrix4x4 &mMatrix,QVector3D &lightLocation,QVector3D &camera); //渲染 private: QOpenGLShaderProgram program_; QOpenGLTexture *texture_{nullptr}; QOpenGLBuffer vbo_; float r_ = 0.0f; QVector<GLfloat> points_; }; #endif // BALLTEXTURERENDER_H
#include "balltexturerender.h" BallTextureRender::~BallTextureRender() { if(texture_){ texture_->destroy(); delete texture_; } } void BallTextureRender::initsize(float r, QImage &img) { program_.addCacheableShaderFromSourceFile(QOpenGLShader::Vertex,"vsrc.vert"); program_.addCacheableShaderFromSourceFile(QOpenGLShader::Fragment,"fsrc.frag"); program_.link(); r_ = r; //生成球面顶点 int angleSpan = 10; //弧度 = 角度 * PI / 180 for(int vAngle = -90; vAngle < 90; vAngle = vAngle + angleSpan){ //生成球面顶点 for(int hAngle = 0; hAngle <= 360; hAngle = hAngle + angleSpan){ float x0 = r * ::cos(vAngle * PI / 180) * ::cos(hAngle * PI / 180); float y0 = r * ::cos(vAngle * PI / 180) * ::sin(hAngle * PI / 180); float z0 = r * ::sin(vAngle * PI / 180); float x1 = r * ::cos(vAngle * PI / 180) * ::cos((hAngle + angleSpan) * PI / 180); float y1 = r * ::cos(vAngle * PI / 180) * ::sin((hAngle + angleSpan) * PI / 180); float z1 = r * ::sin(vAngle * PI / 180); float x2 = r * ::cos((vAngle + angleSpan) * PI / 180) * ::cos((hAngle + angleSpan) * PI / 180); float y2 = r * ::cos((vAngle + angleSpan) * PI / 180) * ::sin((hAngle + angleSpan) * PI / 180); float z2 = r * ::sin((vAngle + angleSpan) * PI / 180); float x3 = r * ::cos((vAngle + angleSpan) * PI / 180) * ::cos(hAngle * PI / 180); float y3 = r * ::cos((vAngle + angleSpan) * PI / 180) * ::sin(hAngle * PI / 180); float z3 = r * ::sin((vAngle + angleSpan) * PI / 180); points_ << x1 << y1 << z1 << x3 << y3 << z3 << x0 << y0 << z0 << x1 << y1 << z1 << x2 << y2 << z2 << x3 << y3 << z3; } } texture_ = new QOpenGLTexture(img); //生成纹理数据 vbo_.create(); vbo_.bind(); vbo_.allocate(points_.constData(),points_.count() * sizeof GLfloat); } void BallTextureRender::render(QOpenGLExtraFunctions *f, QMatrix4x4 &pMatrix, QMatrix4x4 &vMatrix, QMatrix4x4 &mMatrix, QVector3D &lightLocation, QVector3D &camera) { f->glEnable(GL_DEPTH_TEST); f->glEnable(GL_CULL_FACE); program_.bind(); vbo_.bind(); f->glActiveTexture(GL_TEXTURE0 + 0); //使用0号纹理 program_.setUniformValue("uPMatrix",pMatrix); program_.setUniformValue("uVMatrix",vMatrix); program_.setUniformValue("uMMatrix",mMatrix); program_.setUniformValue("uLightLocation",lightLocation); program_.setUniformValue("uCamera",camera); program_.setUniformValue("uR",r_); program_.setUniformValue("sTexture",0); program_.enableAttributeArray(0); program_.enableAttributeArray(1); texture_->bind(0); //球面上的顶点,同时也是法向量 program_.setAttributeBuffer(0,GL_FLOAT,0,3,3 * sizeof(GLfloat)); program_.setAttributeBuffer(1,GL_FLOAT,0,3,3 * sizeof(GLfloat)); f->glDrawArrays(GL_TRIANGLES,0,points_.count() / 3); program_.disableAttributeArray(0); program_.disableAttributeArray(1); texture_->release(); vbo_.release(); program_.release(); f->glDisable(GL_DEPTH_TEST); f->glDisable(GL_CULL_FACE); }
其shader以下,光照部分采用的混合光,和前面的同样。.net
#version 330 uniform mat4 uPMatrix,uVMatrix,uMMatrix; //投影,视图,转换矩阵 uniform vec3 uLightLocation,uCamera; //光源位置,摄像机位置 uniform float uR; //球半径 layout (location = 0) in vec3 aPosition; layout (location = 1) in vec3 aNormal; smooth out vec2 vTextureCood; //每一个顶点对应的纹理坐标 smooth out vec4 vAmbient; //环境光强度,传递到片元着色器 smooth out vec4 vDiffuse; //散射光强度,传递到片元着色器 smooth out vec4 vSpecular; //调光强度,传递到片元着色器 void pointLight(in vec3 normal,inout vec4 ambient,inout vec4 diffuse,inout vec4 specular,in vec4 lightAmbient,in vec4 lightDiffuse,in vec4 lightSpecular,in float shininess){ ambient = lightAmbient; vec3 normalTarget = aPosition + normal; vec3 newNormal = normalize((uMMatrix * vec4(normalTarget,1)).xyz - (uMMatrix * vec4(aPosition,1)).xyz); vec3 eye = normalize(uCamera - (uMMatrix * vec4(aPosition,1)).xyz); vec3 vp = normalize(uLightLocation - (uMMatrix * vec4(aPosition,1)).xyz); vec3 halfVector = normalize(eye + vp); float nDotViewPotision = max(0.0,dot(newNormal,vp)); diffuse = lightDiffuse * nDotViewPotision; float nDotViewHalfVector = dot(newNormal,halfVector); float powerFactor = max(0.0,pow(nDotViewHalfVector,shininess)); specular = lightSpecular * powerFactor; } void main(void) { gl_Position = uPMatrix * uVMatrix * uMMatrix * vec4(aPosition,1); vec4 ambient = vec4(0.0,0.0,0.0,0.0),diffuse = vec4(0.0,0.0,0.0,0.0),specular = vec4(0.0,0.0,0.0,0.0); pointLight(aNormal,ambient,diffuse,specular,vec4(0.15,0.15,0.15,1.0),vec4(0.8,0.8,0.8,1.0),vec4(0.7,0.7,0.7,1),50); vec2 textureCood = vec2(0.0,0.0); float pi = 3.14159265; textureCood.x = asin(aPosition.z / uR)/pi + 0.5; //根据公式计算u坐标 textureCood.y = atan(aPosition.y/aPosition.x)/2/pi; //根据公式计算v坐标 vTextureCood = textureCood; vAmbient = ambient; vDiffuse = diffuse; vSpecular = specular; }
经过以上代码渲染器就完成了,接下来是使用。我让球面在自转的同时也执行了公转。实现以下code
#ifndef WIDGET_H #define WIDGET_H #include <QOpenGLWidget> #include <QTimer> #include "balltexturerender.h" class Widget : public QOpenGLWidget { Q_OBJECT public: Widget(QWidget *parent = 0); ~Widget(); protected: void initializeGL() override; void paintGL() override; void resizeGL(int w,int h) override; private: BallTextureRender render_; //渲染器 QVector3D lightLocation_,camera_; //光源位置和摄像机位置 QMatrix4x4 pMatrix; //投影矩阵 QTimer tm_; float angle_ = 0; //旋转角度 private slots: void slotTimeout(); }; #endif // WIDGET_H
#include "widget.h" Widget::Widget(QWidget *parent) : QOpenGLWidget(parent) { connect(&tm_,SIGNAL(timeout()),this,SLOT(slotTimeout())); tm_.start(30); } Widget::~Widget() { } void Widget::initializeGL() { render_.initsize(1.0,QImage("test.jpg")); //生成顶点和纹理数据 lightLocation_ = QVector3D(50,10,0); camera_ = QVector3D(0,0,6); } void Widget::paintGL() { QOpenGLExtraFunctions *f = QOpenGLContext::currentContext()->extraFunctions(); f->glClearColor(0.0,0.0,0.0,1.0); f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); QMatrix4x4 vMatrix; vMatrix.lookAt(camera_,QVector3D(0,0,-1),QVector3D(0,1,0)); QMatrix4x4 mMatrix; //先x轴旋转30度,而后再y轴旋转一个递增角度,最后平移,实现公转和自转 mMatrix.rotate(30,1,0,0); mMatrix.rotate(angle_,0,1,0); mMatrix.translate(1.5,0,0); render_.render(f,pMatrix,vMatrix,mMatrix,lightLocation_,camera_); angle_ += 5; } void Widget::resizeGL(int w, int h) { pMatrix.setToIdentity(); pMatrix.perspective(45,float(w)/h,0.01f,100.0f); } void Widget::slotTimeout() { update(); }
工程下载地址https://download.csdn.net/download/wanghualin033/10698789orm