将三角形条带转换为八角形?
Convert triangle strips to Octagonal?
我正在使用 gl.h 库,它输出三角形条带。该示例显示:
#include <windows.h>
#include <gl/gl.h>
#include <math.h>
#include <stdio.h>
#define step 8
#define angle 3.1415926 * 2.f / step
LRESULT CALLBACK WindowProc(HWND, UINT, WPARAM, LPARAM);
void EnableOpenGL(HWND hwnd, HDC*, HGLRC*);
void DisableOpenGL(HWND, HDC, HGLRC);
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
WNDCLASSEX wcex;
HWND hwnd;
HDC hDC;
HGLRC hRC;
MSG msg;
BOOL bQuit = FALSE;
float theta = 0.0f;
/* register window class */
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_OWNDC;
wcex.lpfnWndProc = WindowProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
wcex.lpszMenuName = NULL;
wcex.lpszClassName = "GLSample";
wcex.hIconSm = LoadIcon(NULL, IDI_APPLICATION);;
if (!RegisterClassEx(&wcex))
return 0;
/* create main window */
hwnd = CreateWindowEx(0,
"GLSample",
"OpenGL Sample",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT,
CW_USEDEFAULT,
600,
600,
NULL,
NULL,
hInstance,
NULL);
ShowWindow(hwnd, nCmdShow);
/* enable OpenGL for the window */
EnableOpenGL(hwnd, &hDC, &hRC);
/* program main loop */
while (!bQuit)
{
/* check for messages */
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
/* handle or dispatch messages */
if (msg.message == WM_QUIT)
{
bQuit = TRUE;
}
else
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
else
{
/* OpenGL animation code goes here */
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glPushMatrix();
//glRotatef(theta, 0.0f, 0.0f, 1.0f);
float xPos = 0;
float yPos = 0;
float radius = 0.5f;
float prevX = xPos;
float prevY = yPos - radius;
for (int i=0;i<=step;i++)
{
float newX = radius * sin(angle * i);
float newY = - radius * cos(angle * i);
glBegin(GL_TRIANGLES);
glColor3f(0,0.5f,0);
glVertex3f(0.0f,0.0f,0.0f);
glVertex3f(prevX , prevY , 0.0f);
glVertex3f(newX , newY , 0.0f);
prevX = newX;
prevY = newY;
}
glEnd();
glPopMatrix();
SwapBuffers(hDC);
theta += 1.0f;
Sleep (1);
}
}
/* shutdown OpenGL */
DisableOpenGL(hwnd, hDC, hRC);
/* destroy the window explicitly */
DestroyWindow(hwnd);
return msg.wParam;
}
LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg)
{
case WM_CLOSE:
PostQuitMessage(0);
break;
case WM_DESTROY:
return 0;
case WM_KEYDOWN:
{
switch (wParam)
{
case VK_ESCAPE:
PostQuitMessage(0);
break;
}
}
break;
default:
return DefWindowProc(hwnd, uMsg, wParam, lParam);
}
return 0;
}
void EnableOpenGL(HWND hwnd, HDC* hDC, HGLRC* hRC)
{
PIXELFORMATDESCRIPTOR pfd;
int iFormat;
/* get the device context (DC) */
*hDC = GetDC(hwnd);
/* set the pixel format for the DC */
ZeroMemory(&pfd, sizeof(pfd));
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW |
PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 24;
pfd.cDepthBits = 16;
pfd.iLayerType = PFD_MAIN_PLANE;
iFormat = ChoosePixelFormat(*hDC, &pfd);
SetPixelFormat(*hDC, iFormat, &pfd);
/* create and enable the render context (RC) */
*hRC = wglCreateContext(*hDC);
wglMakeCurrent(*hDC, *hRC);
}
void DisableOpenGL (HWND hwnd, HDC hDC, HGLRC hRC)
{
wglMakeCurrent(NULL, NULL);
wglDeleteContext(hRC);
ReleaseDC(hwnd, hDC);
}
float xPos = 0;
float yPos = 0;
float radius = 0.5f;
float prevX = xPos;
float prevY = yPos - radius;
for (int i=0;i<=step;i++)
{
float newX = radius * sin(angle * i);
float newY = - radius * cos(angle * i);
glBegin(GL_TRIANGLES);
glColor3f(0,0.5f,0);
glVertex3f(0.0f,0.0f,0.0f);
glVertex3f(prevX , prevY , 0.0f);
glVertex3f(newX , newY , 0.0f);
prevX = newX;
prevY = newY;
}
glEnd();
问题在于这会渲染多个三角形条带。这对我来说是个问题。我的应用程序使用 IDE - 代码块 v17.12 呈现,我需要一种方法来修改上面的代码,以便它看起来更像这样:
使用多边形光栅化模式GL_LINE
渲染线框:
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
float xPos = 0.0f;
float yPos = 0.0f;
float radius = 0.5f;
int steps = 8;
float prevX = xPos;
float prevY = yPos - radius;
glBegin(GL_TRIANGLES);
glColor3f(0.0f, 0.5f, 0.0f);
for (int i=0; i <= step; ++i)
{
float angle = 3.1415926f * 2.0f * i / step;
float newX = radius * sin(angle);
float newY = - radius * cos(angle);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(prevX, prevY, 0.0f);
glVertex3f(newX, newY, 0.0f);
prevX = newX;
prevY = newY;
}
glEnd();
使用 GL_TRIANGLE_FAN
Triangle primitive 来简化您的代码:
glBegin(GL_TRIANGLE_FAN);
glColor3f(0.0f, 0.5f, 0.0f);
for (int i=0; i <= step; ++i)
{
float angle = 3.1415926f * 2.0f * i / step;
float newX = radius * sin(angle);
float newY = - radius * cos(angle);
glVertex3f(newX, newY, 0.0f);
}
glEnd();
如果你想使用三角形GL_TRIANGLE_STRIP
,你必须改变顶点的顺序:
glBegin(GL_TRIANGLE_STRIP);
glColor3f(0.0f, 0.5f, 0.0f);
for (int i=0; i <= step; ++i)
{
int strip_i = i % 2 == 0 ? i/2 : step - i/2;
float angle = 3.1415926f * 2.0f * strip_i / step;
float newX = radius * sin(angle);
float newY = - radius * cos(angle);
glVertex3f(newX, newY, 0.0f);
}
glEnd();
如果要在多边形之上渲染线框,需要先启用depth test并渲染多边形。注意默认的深度测试函数是GL_LESS
:
for (int pass = 0; pass < 2; ++pass)
{
if (pass == 0)
{
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glColor3f(1.0f, 1.0f, 1.0f);
}
else
{
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glColor3f(0.0f, 0.5f, 0.0f);
}
glBegin(GL_TRIANGLE_STRIP);
for (int i=0; i <= step; ++i)
{
int strip_i = i % 2 == 0 ? i/2 : step - i/2;
float angle = 3.1415926f * 2.0f * strip_i / step;
float newX = radius * sin(angle);
float newY = - radius * cos(angle);
glVertex3f(newX, newY, 0.0f);
}
glEnd();
}
我正在使用 gl.h 库,它输出三角形条带。该示例显示:
#include <windows.h>
#include <gl/gl.h>
#include <math.h>
#include <stdio.h>
#define step 8
#define angle 3.1415926 * 2.f / step
LRESULT CALLBACK WindowProc(HWND, UINT, WPARAM, LPARAM);
void EnableOpenGL(HWND hwnd, HDC*, HGLRC*);
void DisableOpenGL(HWND, HDC, HGLRC);
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
WNDCLASSEX wcex;
HWND hwnd;
HDC hDC;
HGLRC hRC;
MSG msg;
BOOL bQuit = FALSE;
float theta = 0.0f;
/* register window class */
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_OWNDC;
wcex.lpfnWndProc = WindowProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
wcex.lpszMenuName = NULL;
wcex.lpszClassName = "GLSample";
wcex.hIconSm = LoadIcon(NULL, IDI_APPLICATION);;
if (!RegisterClassEx(&wcex))
return 0;
/* create main window */
hwnd = CreateWindowEx(0,
"GLSample",
"OpenGL Sample",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT,
CW_USEDEFAULT,
600,
600,
NULL,
NULL,
hInstance,
NULL);
ShowWindow(hwnd, nCmdShow);
/* enable OpenGL for the window */
EnableOpenGL(hwnd, &hDC, &hRC);
/* program main loop */
while (!bQuit)
{
/* check for messages */
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
/* handle or dispatch messages */
if (msg.message == WM_QUIT)
{
bQuit = TRUE;
}
else
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
else
{
/* OpenGL animation code goes here */
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glPushMatrix();
//glRotatef(theta, 0.0f, 0.0f, 1.0f);
float xPos = 0;
float yPos = 0;
float radius = 0.5f;
float prevX = xPos;
float prevY = yPos - radius;
for (int i=0;i<=step;i++)
{
float newX = radius * sin(angle * i);
float newY = - radius * cos(angle * i);
glBegin(GL_TRIANGLES);
glColor3f(0,0.5f,0);
glVertex3f(0.0f,0.0f,0.0f);
glVertex3f(prevX , prevY , 0.0f);
glVertex3f(newX , newY , 0.0f);
prevX = newX;
prevY = newY;
}
glEnd();
glPopMatrix();
SwapBuffers(hDC);
theta += 1.0f;
Sleep (1);
}
}
/* shutdown OpenGL */
DisableOpenGL(hwnd, hDC, hRC);
/* destroy the window explicitly */
DestroyWindow(hwnd);
return msg.wParam;
}
LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg)
{
case WM_CLOSE:
PostQuitMessage(0);
break;
case WM_DESTROY:
return 0;
case WM_KEYDOWN:
{
switch (wParam)
{
case VK_ESCAPE:
PostQuitMessage(0);
break;
}
}
break;
default:
return DefWindowProc(hwnd, uMsg, wParam, lParam);
}
return 0;
}
void EnableOpenGL(HWND hwnd, HDC* hDC, HGLRC* hRC)
{
PIXELFORMATDESCRIPTOR pfd;
int iFormat;
/* get the device context (DC) */
*hDC = GetDC(hwnd);
/* set the pixel format for the DC */
ZeroMemory(&pfd, sizeof(pfd));
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW |
PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 24;
pfd.cDepthBits = 16;
pfd.iLayerType = PFD_MAIN_PLANE;
iFormat = ChoosePixelFormat(*hDC, &pfd);
SetPixelFormat(*hDC, iFormat, &pfd);
/* create and enable the render context (RC) */
*hRC = wglCreateContext(*hDC);
wglMakeCurrent(*hDC, *hRC);
}
void DisableOpenGL (HWND hwnd, HDC hDC, HGLRC hRC)
{
wglMakeCurrent(NULL, NULL);
wglDeleteContext(hRC);
ReleaseDC(hwnd, hDC);
}
float xPos = 0;
float yPos = 0;
float radius = 0.5f;
float prevX = xPos;
float prevY = yPos - radius;
for (int i=0;i<=step;i++)
{
float newX = radius * sin(angle * i);
float newY = - radius * cos(angle * i);
glBegin(GL_TRIANGLES);
glColor3f(0,0.5f,0);
glVertex3f(0.0f,0.0f,0.0f);
glVertex3f(prevX , prevY , 0.0f);
glVertex3f(newX , newY , 0.0f);
prevX = newX;
prevY = newY;
}
glEnd();
问题在于这会渲染多个三角形条带。这对我来说是个问题。我的应用程序使用 IDE - 代码块 v17.12 呈现,我需要一种方法来修改上面的代码,以便它看起来更像这样:
使用多边形光栅化模式GL_LINE
渲染线框:
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
float xPos = 0.0f;
float yPos = 0.0f;
float radius = 0.5f;
int steps = 8;
float prevX = xPos;
float prevY = yPos - radius;
glBegin(GL_TRIANGLES);
glColor3f(0.0f, 0.5f, 0.0f);
for (int i=0; i <= step; ++i)
{
float angle = 3.1415926f * 2.0f * i / step;
float newX = radius * sin(angle);
float newY = - radius * cos(angle);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(prevX, prevY, 0.0f);
glVertex3f(newX, newY, 0.0f);
prevX = newX;
prevY = newY;
}
glEnd();
使用 GL_TRIANGLE_FAN
Triangle primitive 来简化您的代码:
glBegin(GL_TRIANGLE_FAN);
glColor3f(0.0f, 0.5f, 0.0f);
for (int i=0; i <= step; ++i)
{
float angle = 3.1415926f * 2.0f * i / step;
float newX = radius * sin(angle);
float newY = - radius * cos(angle);
glVertex3f(newX, newY, 0.0f);
}
glEnd();
如果你想使用三角形GL_TRIANGLE_STRIP
,你必须改变顶点的顺序:
glBegin(GL_TRIANGLE_STRIP);
glColor3f(0.0f, 0.5f, 0.0f);
for (int i=0; i <= step; ++i)
{
int strip_i = i % 2 == 0 ? i/2 : step - i/2;
float angle = 3.1415926f * 2.0f * strip_i / step;
float newX = radius * sin(angle);
float newY = - radius * cos(angle);
glVertex3f(newX, newY, 0.0f);
}
glEnd();
如果要在多边形之上渲染线框,需要先启用depth test并渲染多边形。注意默认的深度测试函数是GL_LESS
:
for (int pass = 0; pass < 2; ++pass)
{
if (pass == 0)
{
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glColor3f(1.0f, 1.0f, 1.0f);
}
else
{
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glColor3f(0.0f, 0.5f, 0.0f);
}
glBegin(GL_TRIANGLE_STRIP);
for (int i=0; i <= step; ++i)
{
int strip_i = i % 2 == 0 ? i/2 : step - i/2;
float angle = 3.1415926f * 2.0f * strip_i / step;
float newX = radius * sin(angle);
float newY = - radius * cos(angle);
glVertex3f(newX, newY, 0.0f);
}
glEnd();
}