OpenGL中的平面圆绘制与贴图

两种画圆的方法,DrawCircle2()为一般的做法,利用GL_LINE_STRIP实现,

 void DrawCircle2(float cx, float cy, float r, int num_segments) { glBegin(GL_LINE_STRIP); for (int i=0; i<=num_segments; i++) { glVertex2f( cx+r*cos( (2*M_PI*i)/num_segments ), cy+r*sin( (2*M_PI*i)/num_segments ) ); } glEnd(); }

 

DrawCircle1()则是利用GL_LINES_LOOP实现,

void DrawCircle1(float cx, float cy, float r, int num_segments) { float theta = 2 * M_PI / float(num_segments); float tangetial_factor = tanf(theta);//calculate the tangential factor float radial_factor = cosf(theta);//calculate the radial factor float x = r;//we start at angle = 0 float y = 0; glBegin(GL_LINE_LOOP); for(int ii = 0; ii < num_segments; ii++) { glVertex2f(x + cx, y + cy);//output vertex //calculate the tangential vector //remember, the radial vector is (x, y) //to get the tangential vector we flip those coordinates and negate one of them float tx = -y; float ty = x; //add the tangential vector x += tx * tangetial_factor; y += ty * tangetial_factor; //correct using the radial factor x *= radial_factor; y *= radial_factor; } glEnd(); }

 

但是上面两个函数都只是画出了两个圆圈,想要给circle贴图,必须画出的是一个区域,所以可以利用GL_TRIANGLE_FAN绘制,要实现纹理映射,关键是纹理坐标的分配:

圆心纹理坐标为:(0.5, 0.5)选取图片的中心。

圆圈上的点的分配:

纹理坐标必须在0,1之间,而且这些纹理坐标和圆的半径没有关系,只和圆心角有关。

因为-1< cos(delta_angle*i) <1,则==> 0 <= (cos(delta_angle*i) + 1.0)*0.5 <= 1

同理:0 <= (sin(delta_angle*i) + 1.0)*0.5 <= 1

GLvoid draw_circle(const GLfloat radius,const GLuint num_vertex) { GLfloat vertex[4]; GLfloat texcoord[2]; const GLfloat delta_angle = 2.0*M_PI/num_vertex; glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D,texName); glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_REPLACE); glBegin(GL_TRIANGLE_FAN); //draw the vertex at the center of the circle texcoord[0] = 0.5; texcoord[1] = 0.5; glTexCoord2fv(texcoord); vertex[0] = vertex[1] = vertex[2] = 0.0; vertex[3] = 1.0; glVertex4fv(vertex); //draw the vertex on the contour of the circle for(int i = 0; i < num_vertex ; i++) { texcoord[0] = (std::cos(delta_angle*i) + 1.0)*0.5; texcoord[1] = (std::sin(delta_angle*i) + 1.0)*0.5; glTexCoord2fv(texcoord); vertex[0] = std::cos(delta_angle*i) * radius; vertex[1] = std::sin(delta_angle*i) * radius; vertex[2] = 0.0; vertex[3] = 1.0; glVertex4fv(vertex); } texcoord[0] = (1.0 + 1.0)*0.5; texcoord[1] = (0.0 + 1.0)*0.5; glTexCoord2fv(texcoord); vertex[0] = 1.0 * radius; vertex[1] = 0.0 * radius; vertex[2] = 0.0; vertex[3] = 1.0; glVertex4fv(vertex); glEnd(); glDisable(GL_TEXTURE_2D); }

 

 最终的效果见下图:

 

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