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如何使用GL_TRIANGLES生成平面?

[英]How to generate a plane using GL_TRIANGLES?

是否存在可以使用GL_TRIANGLES基本類型生成平面的算法?

這是我當前的功能:

Mesh* Mesh::CreateMeshPlane(vec2 bottomleft, ivec2 numvertices, vec2 worldsize){

int numVerts = numvertices.x * numvertices.y;

float xStep = worldsize.x / (numvertices.x - 1);
float yStep = worldsize.y / (numvertices.y - 1);

VertexFormat* verts = new VertexFormat[numVerts];

for (int y = 0; y < numvertices.y; y++)
{
    for (int x = 0; x < numvertices.x; x++)
    {           
        verts[x + (y * numvertices.x)].pos.x = bottomleft.x + (xStep * x);
        verts[x + (y * numvertices.x)].pos.y = bottomleft.y + (yStep * y);
        verts[x + (y * numvertices.x)].pos.z = 0;
    }
}

Mesh* pMesh = new Mesh();
pMesh->Init(verts, numVerts, indices, 6, GL_STATIC_DRAW);

glPointSize(10.0f);
pMesh->m_PrimitiveType = GL_POINTS;

delete[] verts;

return pMesh;}

我只是不確定如何在for循環中實現索引,以便知道要繪制的點。

我想我需要知道的是:

每個正方形將由2個三角形組成,每個正方形需要6個索引

目前,我正在從左下方繪制

我需要從傳入的數字中知道多少個正方形

也許是這樣的:

int width = 4;
int length = 6;
int height = 1;

std::vector<float> planeVertices;

for (int x = 0; x < width - 1; x++) {
    for (int z = 0; z < length - 1; z++) {
        planeVertices.push_back(x);
        planeVertices.push_back(height);
        planeVertices.push_back(z);

        planeVertices.push_back(x);
        planeVertices.push_back(height);
        planeVertices.push_back(z + 1);

        planeVertices.push_back(x + 1);
        planeVertices.push_back(height);
        planeVertices.push_back(z + 1);


        planeVertices.push_back(x);
        planeVertices.push_back(height);
        planeVertices.push_back(z);

        planeVertices.push_back(x + 1);
        planeVertices.push_back(height);
        planeVertices.push_back(z);

        planeVertices.push_back(x + 1);
        planeVertices.push_back(height);
        planeVertices.push_back(z + 1);
    }
}

...

unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);

glBindVertexArray(VAO);

glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, planeVertices.size() * sizeof(float), planeVertices.data(), GL_STATIC_DRAW);

glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), 0);
glEnableVertexAttribArray(0);

...

glDrawArrays(GL_TRIANGLES, 0, (width - 1) * (length - 1) * 6);

此代碼創建一個std::vector<float> ,並將平面頂點添加到其中。 嵌套的for循環為平面的每個單元添加兩個三角形(因此, width為4, length為6時,該平面將為4個單元乘6個單元,並由6 * 4 * 2 = 48個三角形組成)。 平面的heightheight變量設置。 這只會生成平面,但是通過簡單的轉換,您就可以根據需要旋轉和縮放比例。

警告:此代碼未經測試。

為了結束這個問題,這是我的做法:

Mesh* Mesh::CreateMeshPlane(vec3 bottomleft, ivec2 numvertices, vec2 
worldsize, vec2 texturerepetition)
{
    int numVerts = numvertices.x * numvertices.y;
    int numFaces = (numvertices.x - 1) * (numvertices.y - 1);
    int numIndices = numFaces * 6;

    float xStep = worldsize.x / (numvertices.x - 1);
    float yStep = worldsize.y / (numvertices.y - 1);
    float zStep = worldsize.y / (numvertices.y - 1);

    float uStep = texturerepetition.x / (numvertices.x - 1);
    float vStep = texturerepetition.y / (numvertices.y - 1);

    VertexFormat* verts = new VertexFormat[numVerts];
    unsigned int* indices = new unsigned int[numIndices];

    for (int y = 0; y < numvertices.y; y++)
    {
        for (int x = 0; x < numvertices.x; x++)
        {
            verts[x + (y * numvertices.x)].pos.x = bottomleft.x + (xStep * x);
            verts[x + (y * numvertices.x)].pos.y = bottomleft.y;
            verts[x + (y * numvertices.x)].pos.z = bottomleft.z + (zStep * y);

            verts[y * numvertices.x + x].uv.x = uStep * x;
            verts[y * numvertices.x + x].uv.y = vStep * y;
        }
    }

    int offset = 0;

    for (int i = 0; i < numIndices; i++)
    {
        // The bottom left index of the current face
        // + the offset to snap back when we hit the edge
        unsigned int cornerIndex = i/6 + offset;

        // If we reach the edge we increase the offset so that it goes to the next bottom left
        if ((cornerIndex + 1)%numvertices.x == 0)
        {
            offset++;
            cornerIndex++; // Adding new offset to the bottom left
        }

        // First triangle
        indices[i] = (unsigned int)cornerIndex;
        i++;
        indices[i] = (unsigned int)cornerIndex + numvertices.x;
        i++;
        indices[i] = (unsigned int)cornerIndex + numvertices.x + 1;
        i++;

        // Second triangle
        indices[i] = (unsigned int)cornerIndex;
        i++;
        indices[i] = (unsigned int)cornerIndex + numvertices.x + 1;
        i++;
        indices[i] = (unsigned int)cornerIndex + 1;
    }

    //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

    Mesh* pMesh = new Mesh();
    pMesh->Init(verts, numVerts, indices, numIndices, GL_STATIC_DRAW);

    delete[] verts;

    return pMesh;
}

工作流程:1.計算我需要的面數,然后計算索引數2.當我們意識到碰到頂點陣列的邊緣時(通過使用模數numvertices.y),創建一個添加到cornerIndex的偏移量3.做簡單數學以正確的順序基於cornerIndex繪制角

注意:1.使用GL_TRIANGLES作為基本類型的即時貼圖繪制。2.從左下到右上繪制3.因此cornerIndex是我們要繪制的當前正方形的左下角

希望有人能對您有所幫助!

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