OpenGL半球贴图

复制代码
#version 330 core
out vec4 FragColor;
in vec2 tex_coord;
uniform sampler2D tex;
void main()
{
    //FragColor = vec4(1.0,0.635,0.345,1.0);
   FragColor = texture(tex, tex_coord);
}
复制代码
复制代码
#version 330 core
layout (location = 0) in vec3 aPos;
uniform mat4 face_matrix;
out vec2 tex_coord;

void main()
{

   
    float dist = 2*sqrt(pow(aPos.x,2)+pow(aPos.y,2)+pow(aPos.z,2));
    vec4 vpos =  face_matrix *vec4(aPos.x/dist,aPos.y/dist,aPos.z/dist,1.0);//顶点坐标旋转

    tex_coord =   vec2((aPos.x+1)/2 ,(aPos.z+1)/2);    // -1~1 移动到0~1;((*+1)/2),写错了可能会有黑条(不要去乘MVP)
    gl_Position =  vpos;

}
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#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <shader.h>
#include <iostream>
#include <math.h>
#include <vector>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <windows.h> 
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
const unsigned int screen_width = 780;
const unsigned int screen_height = 780;
 
const GLfloat  PI = 3.14159265358979323846f;
 
//将球横纵划分成X*Y的网格
const int Y_SEGMENTS = 40;
const int X_SEGMENTS = 40;
;
 
unsigned int testureID = 99;
glm::mat4 pos_matrix, face_matrix, projection;
GLuint pos_matrix_idx, face_matrix_idx,projID;
 
 
 
int main()
{
    // 初始化GLFW
    glfwInit();                                                     // 初始化GLFW
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);                  // OpenGL版本为3.3,主次版本号均设为3
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);  // 使用核心模式(无需向后兼容性)
    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, 0);                          // 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);
    if (window == nullptr) {                                        // 如果窗口创建失败,输出Failed to Create OpenGL Context
        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线程的主上下文
 
                    // 初始化GLAD,加载OpenGL函数指针地址的函数
    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);
 
    Shader shader("vertexShader.glsl", "fragmentShader.glsl");//加载,编译着色器
 
 
    //加载图片
    //加载图片-----------------------------------------------------------------
 
    shader.use();
 
    glGenTextures(1, &testureID);
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, testureID);
    //为bind的纹理设置环绕,过滤方式
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    //stbi是一个图片载入的开源组件,文件名,宽高,通道数,你期望的通道数
    int W, H, desired_channels;
    //注意图片是24位的
    unsigned char* data = stbi_load("./21.jpg", &W, &H, &desired_channels, 0);
    if (data)
    {
        //数据生成纹理;根据指定的参数,把输入数据生成一张2D纹理
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, W, H, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
        //生成mipmap数组
        glUniform1i(glGetUniformLocation(shader.ID, "tex"), 0);//这句话一定要写,不然没法采样
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    stbi_image_free(data);
    //-----------------------------------------------------------
 
    std::vector<float> sphereVertices;
     
    // Y_SEGMENTS 和 X_SEGMENTS 分别表 示将α 和β 分割了多少份,
    //y 和 x 分别表示是第几份,以此进行遍历, xSegment*2.0f*PI 即β 角,ySegment*PI 即α 角。
    for (int y = -(Y_SEGMENTS / 2); y <= 0; 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::cos(ySegment * PI);
            float yPos = std::sin(ySegment * PI);
            float zPos = std::sin(xSegment * 2.0f * PI) * std::cos(ySegment * PI);
             
 
            sphereVertices.push_back(xPos);
            sphereVertices.push_back(yPos);
            sphereVertices.push_back(zPos);
 
        }
    }
 
    // 生成球的三角形索引;六个点两个三角;
    std::vector<int> sphereIndices;
    for (int i = 0; i < Y_SEGMENTS/2 ; 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);
        }
    }
 
 
    // 球
    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);
 
     
     
   // pos_matrix_idx = glGetUniformLocation(shader.ID, "pos_matrix");
    //projID = glGetUniformLocation(shader.ID, "projection");
    glm::mat4 view = glm::mat4(1.0f);
 
    ////平移
    //pos_matrix = glm::translate(view, glm::vec3(0.0f, 0.00f, 0.0f));
    //glUniformMatrix4fv(pos_matrix_idx, 1, GL_FALSE, &pos_matrix[0][0]);
    ////旋转
    //face_matrix = glm::rotate(view, glm::radians(30.0f), glm::vec3(0.0f, 1.0f, 0.0f));
    //glUniformMatrix4fv(face_matrix_idx, 1, GL_FALSE, &face_matrix[0][0]);
    ////s视角
    //projection = glm::perspective((float)glfwGetTime(), (float)screen_width / (float)screen_height, 0.1f, 10.0f);
    //glUniformMatrix4fv(projID, 1, GL_FALSE, &projection[0][0]);
    //-------------------------------------------------------------------------------
    int i = 0;
    // 渲染循环
    while (!glfwWindowShouldClose(window))
    {
         
        // 清空颜色缓冲
        glClearColor(0.0f, 0.3f, 0.2f, 1.0f);
        i = (i++)% 12;
        //旋转
        face_matrix = glm::rotate(view, glm::radians(30.0f*i), glm::vec3(1.0f, 0.0f, 0.0f));
        face_matrix_idx = glGetUniformLocation(shader.ID, "face_matrix");
        glUniformMatrix4fv(face_matrix_idx, 1, GL_FALSE, &face_matrix[0][0]);
 
 
        shader.use();
        //绘制球
        //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
        glClearDepth(1.0);
        glEnable(GL_DEPTH_TEST);
        glBindVertexArray(VAO);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glBindBuffer(GL_ARRAY_BUFFER, VAO);
 
 
        glDrawElements(GL_TRIANGLES,(X_SEGMENTS)*(Y_SEGMENTS/2) * 6, GL_UNSIGNED_INT, (GLvoid *)(0));
         
        glBindVertexArray(0);
        glfwSwapBuffers(window);
        glfwPollEvents();
        Sleep(2000);//1s
    }
 
    // 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;
}

 半球贴图:旋转过程截图

 

 原图:

 

 

 




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