c++ - 在 OpenGL 中绘制扭曲平面的正确方法是什么?

标签 c++ opengl-es

我尝试使用 GL_QUADS、GL_TRIANGLES 和 GL_POLYGON 扭曲平面:

glBegin(GL_QUADS);
for (int i = 0; i < squareIn.size(); i++) {
    glNormal3f(0,0,1);
    glTexCoord2f(squareIn[i]->v1->x,squareIn[i]->v1->y);
    glVertex2f(squareOut[i]->v1->x,squareOut[i]->v1->y);
    glTexCoord2f(squareIn[i]->v2->x,squareIn[i]->v2->y);
    glVertex2f(squareOut[i]->v2->x,squareOut[i]->v2->y);
    glTexCoord2f(squareIn[i]->v3->x,squareIn[i]->v3->y);
    glVertex2f(squareOut[i]->v3->x,squareOut[i]->v3->y);
    glTexCoord2f(squareIn[i]->v4->x,squareIn[i]->v4->y);
    glVertex2f(squareOut[i]->v4->x,squareOut[i]->v4->y);
    glTexCoord2f(squareIn[i]->v1->x,squareIn[i]->v1->y);
    glVertex2f(squareOut[i]->v1->x,squareOut[i]->v1->y);
}
glEnd();

但是当我做一个极端的扭曲时,他们都给出了这个结果:

Plane distorted

预期结果:

Expected result

我现在看到了两种可能的解决方案,使用 glNormal 或 glMultMatrixf。

glNormal 显然看起来是一个优雅的解决方案,而 glMultMatrixf 看起来很复杂。 但是我找不到任何代码来解释如何计算 glNormals 以对平面进行纹理化。

这是 a good example使用 glMultMatrif。

最佳答案

我使用 OpenFramworks 代码将图像分成几部分,adapted from here :

//----------------------------------------- setup   
#define GRID_X 8
#define GRID_Y 8

float * compL = new float[GRID_Y];
float * compR = new float[GRID_Y];

memset(compL, 0, GRID_Y * sizeof(float));
memset(compR, 0, GRID_Y * sizeof(float));

ofPoint * grid = new ofPoint[GRID_X * GRID_Y];
ofPoint * coor = new ofPoint[GRID_X * GRID_Y];


int width = imageGrid.width;
int height = imageGrid.height;

ofPoint quad[4];
ofPoint utQuad[4];  

//----------------------------------------- update
quad[0].set(0,0,0);
quad[1].set(width,0,0);
quad[2].set(mouseX,mouseY,0);
quad[3].set(0,height,0);

utQuad[0].set(0,0,0);
utQuad[1].set(1,0,0);
utQuad[2].set(1,1,0);
utQuad[3].set(0,1,0);

int gridSizeX = GRID_X;
int gridSizeY = GRID_Y;

float xRes = 1.0/(gridSizeX-1);
float yRes = 1.0/(gridSizeY-1);

for(int y = 0; y < gridSizeY; y++){
    for(int x = 0; x < gridSizeX; x++){

        int index = y*gridSizeX + x;


        float pctx  = (float)x * xRes;
        float pcty  = (float)y * yRes;

        float pctyL = pcty + yRes*compL[y];
        float pctyR = pcty + yRes*compR[y];

        float linePt0x  = (1-pctyL)*quad[0].x + pctyL * quad[3].x;
        float linePt0y  = (1-pctyL)*quad[0].y + pctyL * quad[3].y;
        float linePt1x  = (1-pctyR)*quad[1].x + pctyR * quad[2].x;
        float linePt1y  = (1-pctyR)*quad[1].y + pctyR * quad[2].y;

        float ptx       = (1-pctx) * linePt0x + pctx * linePt1x;
        float pty       = (1-pctx) * linePt0y + pctx * linePt1y;

        float utPt0x    = (1-pcty)*utQuad[0].x + pcty * utQuad[3].x;
        float utPt0y    = (1-pcty)*utQuad[0].y + pcty * utQuad[3].y;
        float utPt1x    = (1-pcty)*utQuad[1].x + pcty * utQuad[2].x;
        float utPt1y    = (1-pcty)*utQuad[1].y + pcty * utQuad[2].y;
        float tt        = (1-pctx) * utPt0x + pctx * utPt1x;
        float uu        = (1-pctx) * utPt0y + pctx * utPt1y;



        grid[index].set(ptx, pty, 0);
        coor[index].set( (tt * imageGrid.getTextureReference().texData.tex_t), imageGrid.getTextureReference().texData.bFlipTexture ? imageGrid.getTextureReference().texData.tex_u - (uu * imageGrid.getTextureReference().texData.tex_u) : (uu * imageGrid.getTextureReference().texData.tex_u), 0);
    }
}

//----------------------------------------- draw

ofSetColor(255, 255, 255);
ofFill();

glEnable(imageGrid.getTextureReference().texData.textureTarget);
glBindTexture( imageGrid.getTextureReference().texData.textureTarget, (GLuint)imageGrid.getTextureReference().texData.textureID);

for(int y = 0; y < gridSizeY-1; y++){
    for(int x = 0; x < gridSizeX-1; x++){

        glBegin(GL_QUADS);

        int pt0 = x + y*gridSizeX;
        int pt1 = (x+1) + y*gridSizeX;
        int pt2 = (x+1) + (y+1)*gridSizeX;
        int pt3 = x + (y+1)*gridSizeX;

        glTexCoord2f(coor[pt0].x, coor[pt0].y);
        glVertex2f(  grid[pt0].x, grid[pt0].y);

        glTexCoord2f(coor[pt1].x, coor[pt1].y);
        glVertex2f(  grid[pt1].x, grid[pt1].y);

        glTexCoord2f(coor[pt2].x, coor[pt2].y);
        glVertex2f(  grid[pt2].x, grid[pt2].y);

        glTexCoord2f(coor[pt3].x, coor[pt3].y);
        glVertex2f(  grid[pt3].x, grid[pt3].y);

        glEnd();

    }
}
glDisable(imageGrid.getTextureReference().texData.textureTarget);


//Draw grid
ofSetColor(255, 0, 0);
ofNoFill();
for(int y = 0; y < gridSizeY-1; y++){
    for(int x = 0; x < gridSizeX-1; x++){

        glBegin(GL_LINE_LOOP);

        int pt0 = x + y*gridSizeX;
        int pt1 = (x+1) + y*gridSizeX;
        int pt2 = (x+1) + (y+1)*gridSizeX;
        int pt3 = x + (y+1)*gridSizeX;

        glVertex2f(  grid[pt0].x, grid[pt0].y);
        glVertex2f(  grid[pt1].x, grid[pt1].y);
        glVertex2f(  grid[pt2].x, grid[pt2].y);
        glVertex2f(  grid[pt3].x, grid[pt3].y);

        glEnd();

    }
}

结果很棒:

Result

关于c++ - 在 OpenGL 中绘制扭曲平面的正确方法是什么?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/16989181/

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