在不使用gluSphere()的情况下在OpenGL中绘制球体,可以通过使用三角形精细网格技术来实现。以下是一个简单的步骤:
以下是一个简单的示例代码:
#include <GL/glut.h>
// 定义球体半径和分辨率
#define RADIUS 1.0
#define LATITUDE_SEGMENTS 30
#define LONGITUDE_SEGMENTS 30
// 计算球坐标
void sphereCoordinate(float x, float y, float z, float* ox, float* oy, float* oz)
{
float r = sqrtf(x * x + y * y + z * z);
*ox = x / r * RADIUS;
*oy = y / r * RADIUS;
*oz = z / r * RADIUS;
}
// 绘制球体
void drawSphere(void)
{
int i, j;
float x, y, z, ox, oy, oz;
float pi = 3.14159265358979323846;
glBegin(GL_TRIANGLES);
for (j = 0; j < LATITUDE_SEGMENTS; j++)
{
for (i = 0; i < LONGITUDE_SEGMENTS; i++)
{
x = cosf((float)i / (float)LONGITUDE_SEGMENTS * 2.0 * pi) * sinf((float)j / (float)LATITUDE_SEGMENTS * pi);
y = sinf((float)i / (float)LONGITUDE_SEGMENTS * 2.0 * pi) * sinf((float)j / (float)LATITUDE_SEGMENTS * pi);
z = cosf((float)j / (float)LATITUDE_SEGMENTS * pi);
sphereCoordinate(x, y, z, &ox, &oy, &oz);
glVertex3f(ox, oy, oz);
x = cosf((float)(i + 1) / (float)LONGITUDE_SEGMENTS * 2.0 * pi) * sinf((float)j / (float)LATITUDE_SEGMENTS * pi);
y = sinf((float)(i + 1) / (float)LONGITUDE_SEGMENTS * 2.0 * pi) * sinf((float)j / (float)LATITUDE_SEGMENTS * pi);
z = cosf((float)j / (float)LATITUDE_SEGMENTS * pi);
sphereCoordinate(x, y, z, &ox, &oy, &oz);
glVertex3f(ox, oy, oz);
x = cosf((float)i / (float)LONGITUDE_SEGMENTS * 2.0 * pi) * sinf((float)(j + 1) / (float)LATITUDE_SEGMENTS * pi);
y = sinf((float)i / (float)LONGITUDE_SEGMENTS * 2.0 * pi) * sinf((float)(j + 1) / (float)LATITUDE_SEGMENTS * pi);
z = cosf((float)(j + 1) / (float)LATITUDE_SEGMENTS * pi);
sphereCoordinate(x, y, z, &ox, &oy, &oz);
glVertex3f(ox, oy, oz);
x = cosf((float)(i + 1) / (float)LONGITUDE_SEGMENTS * 2.0 * pi) * sinf((float)j / (float)LATITUDE_SEGMENTS * pi);
y = sinf((float)(i + 1) / (float)LONGITUDE_SEGMENTS * 2.0 * pi) * sinf((float)j / (float)LATITUDE_SEGMENTS * pi);
z = cosf((float)j / (float)LATITUDE_SEGMENTS * pi);
sphereCoordinate(x, y, z, &ox, &oy, &oz);
glVertex3f(ox, oy, oz);
x = cosf((float)(i + 1) / (float)LONGITUDE_SEGMENTS * 2.0 * pi) * sinf((float)(j + 1) / (float)LATITUDE_SEGMENTS * pi);
y = sinf((float)(i + 1) / (float)LONGITUDE_SEGMENTS * 2.0 * pi) * sinf((float)(j + 1) / (float)LATITUDE_SEGMENTS * pi);
z = cosf((float)(j + 1) / (float)LATITUDE_SEGMENTS * pi);
sphereCoordinate(x, y, z, &ox, &oy, &oz);
glVertex3f(ox, oy, oz);
x = cosf((float)i / (float)LONGITUDE_SEGMENTS * 2.0 * pi) * sinf((float)(j + 1) / (float)LATITUDE_SEGMENTS * pi);
y = sinf((float)i / (float)LONGITUDE_SEGMENTS * 2.0 * pi) * sinf((float)(j + 1) / (float)LATITUDE_SEGMENTS * pi);
z = cosf((float)(j + 1) / (float)LATITUDE_SEGMENTS * pi);
sphereCoordinate(x, y, z, &ox, &oy, &oz);
glVertex3f(ox, oy, oz);
}
}
glEnd();
}
// 初始化OpenGL
void initGL(void)
{
glClearColor(0.0, 0.0, 0.0, 1.0);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
}
// 绘制场景
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
drawSphere();
glFlush();
}
// 主函数
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(800, 800);
glutInitWindowPosition(100, 100);
glutCreateWindow("Sphere Without GluSphere");
glutDisplayFunc(display);
initGL();
glutMainLoop();
return 0;
}
这个示例代码使用了三角形精细网格技术来绘制一个球体,并在屏幕上显示出来。
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