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点总是正方形的像素,默认情况下,点的大小不受透视除法影响。即不管与视点的距离如何,它的大小都不改变。为了获得圆点,必须在抗锯齿模式下绘制点。
可以用glPointSize改变点的大小。
//点 //建立批次 GLBatch pointBatch; GLfloat vCoast[24][3] = {{2.80, 1.20, 0.0 }, {2.0, 1.20, 0.0 }, {2.0, 1.08, 0.0 }, {2.0, 1.08, 0.0 }, {0.0, 0.80, 0.0 }, {-.32, 0.40, 0.0 }, {-.48, 0.2, 0.0 }, {-.40, 0.0, 0.0 }, {-.60, -.40, 0.0 }, {-.80, -.80, 0.0 }, {-.80, -1.4, 0.0 }, {-.40, -1.60, 0.0 }, {0.0, -1.20, 0.0 }, { .2, -.80, 0.0 }, {.48, -.40, 0.0 }, {.52, -.20, 0.0 }, {.48, .20, 0.0 }, {.80, .40, 0.0 }, {1.20, .80, 0.0 }, {1.60, .60, 0.0 }, {2.0, .60, 0.0 }, {2.2, .80, 0.0 }, {2.40, 1.0, 0.0 }, {2.80, 1.0, 0.0 }}; // Load point batch pointBatch.Begin(GL_POINTS, 24); pointBatch.CopyVertexData3f(vCoast); pointBatch.End(); //改变点的大小,提交图形到着色器 以下代码在渲染函数中 glPointSize(4.0f); pointBatch.Draw();
一条线段是在两个顶点之间绘制的,每批线段都应该包含偶数个顶点()。默认情况下宽度为1,唯一改变线段宽度的方法是glLineWidth(Gl float);
GLBatch lineBatch; GLfloat vCoast[24][3] = {{2.80, 1.20, 0.0 }, {2.0, 1.20, 0.0 }, {2.0, 1.08, 0.0 }, {2.0, 1.08, 0.0 }, {0.0, 0.80, 0.0 }, {-.32, 0.40, 0.0 }, {-.48, 0.2, 0.0 }, {-.40, 0.0, 0.0 }, {-.60, -.40, 0.0 }, {-.80, -.80, 0.0 }, {-.80, -1.4, 0.0 }, {-.40, -1.60, 0.0 }, {0.0, -1.20, 0.0 }, { .2, -.80, 0.0 }, {.48, -.40, 0.0 }, {.52, -.20, 0.0 }, {.48, .20, 0.0 }, {.80, .40, 0.0 }, {1.20, .80, 0.0 }, {1.60, .60, 0.0 }, {2.0, .60, 0.0 }, {2.2, .80, 0.0 }, {2.40, 1.0, 0.0 }, {2.80, 1.0, 0.0 }}; // Load as a bunch of line segments lineBatch.Begin(GL_LINES, 24); lineBatch.CopyVertexData3f(vCoast); lineBatch.End(); <pre name="code" class="cpp">//改变线段的大小,提交图形到着色器 以下代码在渲染函数中glLineWidth(2.0f);lineBatch.Draw();
连续从一个顶点到下一个顶点绘制线段。
GLBatch lineStripBatch; GLfloat vCoast[24][3] = {{2.80, 1.20, 0.0 }, {2.0, 1.20, 0.0 }, {2.0, 1.08, 0.0 }, {2.0, 1.08, 0.0 }, {0.0, 0.80, 0.0 }, {-.32, 0.40, 0.0 }, {-.48, 0.2, 0.0 }, {-.40, 0.0, 0.0 }, {-.60, -.40, 0.0 }, {-.80, -.80, 0.0 }, {-.80, -1.4, 0.0 }, {-.40, -1.60, 0.0 }, {0.0, -1.20, 0.0 }, { .2, -.80, 0.0 }, {.48, -.40, 0.0 }, {.52, -.20, 0.0 }, {.48, .20, 0.0 }, {.80, .40, 0.0 }, {1.20, .80, 0.0 }, {1.60, .60, 0.0 }, {2.0, .60, 0.0 }, {2.2, .80, 0.0 }, {2.40, 1.0, 0.0 }, {2.80, 1.0, 0.0 }}; // Load as a single line segment lineStripBatch.Begin(GL_LINE_STRIP, 24); lineStripBatch.CopyVertexData3f(vCoast); lineStripBatch.End(); <pre name="code" class="cpp">//改变线段的大小,提交图形到着色器 以下代码在渲染函数中glLineWidth(2.0f);lineStripBatch.Draw();
线带的扩展,把一个批次中最后一个点和第一个点连接起来。
三角形是OpenGl唯一支持的一种多边图形。每三个顶点定义一个新三角形。不像线段组成的环,它是实心的,可以填充颜色的。
上一篇我们已经创建了一个三角形。这里我们用四个三角形组成一个金字塔。用方向键可以调整三角形。
GLBatch triangleBatch; <p class="p1"><span class="s1">GLfloat</span><span class="s2"> vGreen[] = { </span><span class="s3">0.0f</span><span class="s2">, </span><span class="s3">1.0f</span><span class="s2">, </span><span class="s3">0.0f</span><span class="s2">, </span><span class="s3">1.0f</span><span class="s2"> };</span></p><p class="p1"><span class="s1">GLfloat</span><span class="s2"> vBlack[] = { </span><span class="s3">0.0f</span><span class="s2">, </span><span class="s3">0.0f</span><span class="s2">, </span><span class="s3">0.0f</span><span class="s2">, </span><span class="s3">1.0f</span><span class="s2"> };</span></p> // For Triangles, we'll make a Pyramid 四个三角形,组成一个金字塔 GLfloat vPyramid[12][3] = { -2.0f, 0.0f, -2.0f, 2.0f, 0.0f, -2.0f, 0.0f, 4.0f, 0.0f, 2.0f, 0.0f, -2.0f, 2.0f, 0.0f, 2.0f, 0.0f, 4.0f, 0.0f, 2.0f, 0.0f, 2.0f, -2.0f, 0.0f, 2.0f, 0.0f, 4.0f, 0.0f, -2.0f, 0.0f, 2.0f, -2.0f, 0.0f, -2.0f, 0.0f, 4.0f, 0.0f}; triangleBatch.Begin(GL_TRIANGLES, 12); triangleBatch.CopyVertexData3f(vPyramid); triangleBatch.End(); //渲染执行 DrawWireFramedBatch(&triangleBatch); void DrawWireFramedBatch(GLBatch* pBatch) { // Draw the batch solid green shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vGreen); pBatch->Draw(); //以下部分是为了给图形添加黑色边框 // Draw black outline glPolygonOffset(-1.0f, -1.0f); // Shift depth values 偏移深度,在同一位置要绘制填充和边线,会产生z冲突,所以要偏移 glEnable(GL_POLYGON_OFFSET_LINE); // Draw lines antialiased 反锯齿,让黑边好看些 glEnable(GL_LINE_SMOOTH); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Draw black wireframe version of geometry glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);//三种模式,实心,边框,点,可以作用在正面,背面,或者两面 glLineWidth(2.5f); shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vBlack); pBatch->Draw(); // Put everything back the way we found it //复原原本的设置 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glDisable(GL_POLYGON_OFFSET_LINE); glLineWidth(1.0f); glDisable(GL_BLEND); glDisable(GL_LINE_SMOOTH); }
多边模式:
多边形不一定是实心的,我们可以通过glPolygoMode指定将多边形显示为实习,轮廓,点。
glPolygoMode(Glenum face,Glenum mode)
face:GL_FRONT,GL_BACK,GL_FRONT_AND_BACK(默认逆时针的方向为正面)
mode:GL_FILL,GL_LINE,GL_POINT
多边形偏移:
深度模式下,有意将两个几何图形绘制到同一位置,会发生z-fighting(z冲突)。
glPolygonOffset(GLfloat factor,GLfloat units)可以在不实际改变3d空间中的物理绘制,实现深度值偏移。
Depth Offset = (DZ*factor) + (r*units)
DZ是深度值,r是使深度缓冲区值产生变化的最小值。
还必须启动多边形单独偏移:GL_POLYGON_OFFSET_FILL,GL_POLYGON_OFFSET_LINE,GL_POLYGON_OFFSET_POINT
绘制一连串的三角形。优点:
1)指定第一个三角形后,下一个三角形只要再指定一个点。
2)提高运算性能,节省宽带。
每一个三角形都是逆时针顺序。
GLBatch triangleStripBatch; GLfloat vPoints[100][3]; // Scratch array, more than we need // For triangle strips, a little ring or cylinder segment int iCounter = 0; GLfloat radius = 3.0f; for(GLfloat angle = 0.0f; angle <= (2.0f*M3D_PI); angle += 0.3f) { GLfloat x = radius * sin(angle); GLfloat y = radius * cos(angle); // Specify the point and move the Z value up a little vPoints[iCounter][0] = x; vPoints[iCounter][1] = y; vPoints[iCounter][2] = -0.5; iCounter++; vPoints[iCounter][0] = x; vPoints[iCounter][1] = y; vPoints[iCounter][2] = 0.5; iCounter++; } // Close up the loop vPoints[iCounter][0] = vPoints[0][0]; vPoints[iCounter][1] = vPoints[0][1]; vPoints[iCounter][2] = -0.5; iCounter++; vPoints[iCounter][0] = vPoints[1][0]; vPoints[iCounter][1] = vPoints[1][1]; vPoints[iCounter][2] = 0.5; iCounter++; // Load the triangle strip triangleStripBatch.Begin(GL_TRIANGLE_STRIP, iCounter); triangleStripBatch.CopyVertexData3f(vPoints); triangleStripBatch.End();
创建一组围绕中心点的相邻三角形。前三个点构成第一个三角形,后续的每个点都和原点以及vn-1行成一个三角形
GLBatch triangleFanBatch; // For a Triangle fan, just a 6 sided hex. Raise the center up a bit GLfloat vPoints[100][3]; // Scratch array, more than we need int nVerts = 0; GLfloat r = 3.0f; vPoints[nVerts][0] = 0.0f; vPoints[nVerts][1] = 0.0f; vPoints[nVerts][2] = 0.0f; for(GLfloat angle = 0; angle < M3D_2PI; angle += M3D_2PI / 6.0f) { nVerts++; vPoints[nVerts][0] = float(cos(angle)) * r; vPoints[nVerts][1] = float(sin(angle)) * r; vPoints[nVerts][2] = -0.5f; } // Close the fan nVerts++; vPoints[nVerts][0] = r; vPoints[nVerts][1] = 0; vPoints[nVerts][2] = 0.0f; // Load it up triangleFanBatch.Begin(GL_TRIANGLE_FAN, 8); triangleFanBatch.CopyVertexData3f(vPoints); triangleFanBatch.End();
// Primitieves.cpp // OpenGL SuperBible, Chapter 2 // Demonstrates the 7 Geometric Primitives // Program by Richard S. Wright Jr. #include <GLTools.h> // OpenGL toolkit #include <GLMatrixStack.h> #include <GLFrame.h> #include <GLFrustum.h> #include <GLBatch.h> #include <GLGeometryTransform.h> #include <math.h> #ifdef __APPLE__ #include <glut/glut.h> #else #define FREEGLUT_STATIC #include <GL/glut.h> #endif ///////////////////////////////////////////////////////////////////////////////// // An assortment of needed classes GLShaderManager shaderManager; GLMatrixStack modelViewMatrix; GLMatrixStack projectionMatrix; GLFrame cameraFrame; GLFrame objectFrame; GLFrustum viewFrustum; GLBatch pointBatch; GLBatch lineBatch; GLBatch lineStripBatch; GLBatch lineLoopBatch; GLBatch triangleBatch; GLBatch triangleStripBatch; GLBatch triangleFanBatch; GLGeometryTransform transformPipeline; M3DMatrix44f shadowMatrix; GLfloat vGreen[] = { 0.0f, 1.0f, 0.0f, 1.0f }; GLfloat vBlack[] = { 0.0f, 0.0f, 0.0f, 1.0f }; // Keep track of effects step int nStep = 0; /////////////////////////////////////////////////////////////////////////////// // This function does any needed initialization on the rendering context. // This is the first opportunity to do any OpenGL related tasks. void SetupRC() { // Black background glClearColor(0.7f, 0.7f, 0.7f, 1.0f ); shaderManager.InitializeStockShaders(); glEnable(GL_DEPTH_TEST); transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix); cameraFrame.MoveForward(-15.0f); ////////////////////////////////////////////////////////////////////// // Some points, more or less in the shape of Florida GLfloat vCoast[24][3] = {{2.80, 1.20, 0.0 }, {2.0, 1.20, 0.0 }, {2.0, 1.08, 0.0 }, {2.0, 1.08, 0.0 }, {0.0, 0.80, 0.0 }, {-.32, 0.40, 0.0 }, {-.48, 0.2, 0.0 }, {-.40, 0.0, 0.0 }, {-.60, -.40, 0.0 }, {-.80, -.80, 0.0 }, {-.80, -1.4, 0.0 }, {-.40, -1.60, 0.0 }, {0.0, -1.20, 0.0 }, { .2, -.80, 0.0 }, {.48, -.40, 0.0 }, {.52, -.20, 0.0 }, {.48, .20, 0.0 }, {.80, .40, 0.0 }, {1.20, .80, 0.0 }, {1.60, .60, 0.0 }, {2.0, .60, 0.0 }, {2.2, .80, 0.0 }, {2.40, 1.0, 0.0 }, {2.80, 1.0, 0.0 }}; // Load point batch pointBatch.Begin(GL_POINTS, 24); pointBatch.CopyVertexData3f(vCoast); pointBatch.End(); // Load as a bunch of line segments lineBatch.Begin(GL_LINES, 24); lineBatch.CopyVertexData3f(vCoast); lineBatch.End(); // Load as a single line segment lineStripBatch.Begin(GL_LINE_STRIP, 24); lineStripBatch.CopyVertexData3f(vCoast); lineStripBatch.End(); // Single line, connect first and last points lineLoopBatch.Begin(GL_LINE_LOOP, 24); lineLoopBatch.CopyVertexData3f(vCoast); lineLoopBatch.End(); // For Triangles, we'll make a Pyramid GLfloat vPyramid[12][3] = { -2.0f, 0.0f, -2.0f, 2.0f, 0.0f, -2.0f, 0.0f, 4.0f, 0.0f, 2.0f, 0.0f, -2.0f, 2.0f, 0.0f, 2.0f, 0.0f, 4.0f, 0.0f, 2.0f, 0.0f, 2.0f, -2.0f, 0.0f, 2.0f, 0.0f, 4.0f, 0.0f, -2.0f, 0.0f, 2.0f, -2.0f, 0.0f, -2.0f, 0.0f, 4.0f, 0.0f}; triangleBatch.Begin(GL_TRIANGLES, 12); triangleBatch.CopyVertexData3f(vPyramid); triangleBatch.End(); // For a Triangle fan, just a 6 sided hex. Raise the center up a bit GLfloat vPoints[100][3]; // Scratch array, more than we need int nVerts = 0; GLfloat r = 3.0f; vPoints[nVerts][0] = 0.0f; vPoints[nVerts][1] = 0.0f; vPoints[nVerts][2] = 0.0f; for(GLfloat angle = 0; angle < M3D_2PI; angle += M3D_2PI / 6.0f) { nVerts++; vPoints[nVerts][0] = float(cos(angle)) * r; vPoints[nVerts][1] = float(sin(angle)) * r; vPoints[nVerts][2] = -0.5f; } // Close the fan nVerts++; vPoints[nVerts][0] = r; vPoints[nVerts][1] = 0; vPoints[nVerts][2] = 0.0f; // Load it up triangleFanBatch.Begin(GL_TRIANGLE_FAN, 8); triangleFanBatch.CopyVertexData3f(vPoints); triangleFanBatch.End(); // For triangle strips, a little ring or cylinder segment int iCounter = 0; GLfloat radius = 3.0f; for(GLfloat angle = 0.0f; angle <= (2.0f*M3D_PI); angle += 0.3f) { GLfloat x = radius * sin(angle); GLfloat y = radius * cos(angle); // Specify the point and move the Z value up a little vPoints[iCounter][0] = x; vPoints[iCounter][1] = y; vPoints[iCounter][2] = -0.5; iCounter++; vPoints[iCounter][0] = x; vPoints[iCounter][1] = y; vPoints[iCounter][2] = 0.5; iCounter++; } // Close up the loop vPoints[iCounter][0] = vPoints[0][0]; vPoints[iCounter][1] = vPoints[0][1]; vPoints[iCounter][2] = -0.5; iCounter++; vPoints[iCounter][0] = vPoints[1][0]; vPoints[iCounter][1] = vPoints[1][1]; vPoints[iCounter][2] = 0.5; iCounter++; // Load the triangle strip triangleStripBatch.Begin(GL_TRIANGLE_STRIP, iCounter); triangleStripBatch.CopyVertexData3f(vPoints); triangleStripBatch.End(); } ///////////////////////////////////////////////////////////////////////// void DrawWireFramedBatch(GLBatch* pBatch) { // Draw the batch solid green shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vGreen); pBatch->Draw(); // Draw black outline glPolygonOffset(-1.0f, -1.0f); // Shift depth values glEnable(GL_POLYGON_OFFSET_LINE); // Draw lines antialiased glEnable(GL_LINE_SMOOTH); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Draw black wireframe version of geometry glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glLineWidth(2.5f); shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vBlack); pBatch->Draw(); // Put everything back the way we found it glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glDisable(GL_POLYGON_OFFSET_LINE); glLineWidth(1.0f); glDisable(GL_BLEND); glDisable(GL_LINE_SMOOTH); } /////////////////////////////////////////////////////////////////////////////// // Called to draw scene void RenderScene(void) { // Clear the window with current clearing color glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); modelViewMatrix.PushMatrix(); M3DMatrix44f mCamera; cameraFrame.GetCameraMatrix(mCamera); modelViewMatrix.MultMatrix(mCamera); M3DMatrix44f mObjectFrame; objectFrame.GetMatrix(mObjectFrame); modelViewMatrix.MultMatrix(mObjectFrame); shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vBlack); switch(nStep) { case 0: glPointSize(4.0f); pointBatch.Draw(); glPointSize(1.0f); break; case 1: glLineWidth(2.0f); lineBatch.Draw(); glLineWidth(1.0f); break; case 2: glLineWidth(2.0f); lineStripBatch.Draw(); glLineWidth(1.0f); break; case 3: glLineWidth(2.0f); lineLoopBatch.Draw(); glLineWidth(1.0f); break; case 4: DrawWireFramedBatch(&triangleBatch); break; case 5: DrawWireFramedBatch(&triangleStripBatch); break; case 6: DrawWireFramedBatch(&triangleFanBatch); break; } modelViewMatrix.PopMatrix(); // Flush drawing commands glutSwapBuffers(); } // Respond to arrow keys by moving the camera frame of reference void SpecialKeys(int key, int x, int y) { if(key == GLUT_KEY_UP) objectFrame.RotateWorld(m3dDegToRad(-5.0f), 1.0f, 0.0f, 0.0f); if(key == GLUT_KEY_DOWN) objectFrame.RotateWorld(m3dDegToRad(5.0f), 1.0f, 0.0f, 0.0f); if(key == GLUT_KEY_LEFT) objectFrame.RotateWorld(m3dDegToRad(-5.0f), 0.0f, 1.0f, 0.0f); if(key == GLUT_KEY_RIGHT) objectFrame.RotateWorld(m3dDegToRad(5.0f), 0.0f, 1.0f, 0.0f); glutPostRedisplay(); } /////////////////////////////////////////////////////////////////////////////// // A normal ASCII key has been pressed. // In this case, advance the scene when the space bar is pressed void KeyPressFunc(unsigned char key, int x, int y) { if(key == 32) { nStep++; if(nStep > 6) nStep = 0; } switch(nStep) { case 0: glutSetWindowTitle("GL_POINTS"); break; case 1: glutSetWindowTitle("GL_LINES"); break; case 2: glutSetWindowTitle("GL_LINE_STRIP"); break; case 3: glutSetWindowTitle("GL_LINE_LOOP"); break; case 4: glutSetWindowTitle("GL_TRIANGLES"); break; case 5: glutSetWindowTitle("GL_TRIANGLE_STRIP"); break; case 6: glutSetWindowTitle("GL_TRIANGLE_FAN"); break; } glutPostRedisplay(); } /////////////////////////////////////////////////////////////////////////////// // Window has changed size, or has just been created. In either case, we need // to use the window dimensions to set the viewport and the projection matrix. void ChangeSize(int w, int h) { glViewport(0, 0, w, h); viewFrustum.SetPerspective(35.0f, float(w) / float(h), 1.0f, 500.0f); projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix()); modelViewMatrix.LoadIdentity(); } /////////////////////////////////////////////////////////////////////////////// // Main entry point for GLUT based programs int main(int argc, char* argv[]) { gltSetWorkingDirectory(argv[0]); glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL); glutInitWindowSize(800, 600); glutCreateWindow("GL_POINTS"); glutReshapeFunc(ChangeSize); glutKeyboardFunc(KeyPressFunc); glutSpecialFunc(SpecialKeys); glutDisplayFunc(RenderScene); GLenum err = glewInit(); if (GLEW_OK != err) { fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err)); return 1; } SetupRC(); glutMainLoop(); return 0; }
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原文地址:http://blog.csdn.net/fengsser/article/details/46816129