Reputation: 19
my OpenGL version is 4.0. I would like to draw a sphere through latitude and longitude. I use this method:
x=ρsinϕcosθ
y=ρsinϕsinθ
z=ρcosϕ
This is a part of my code:
glm::vec3 buffer[1000];
glm::vec3 outer;
buffercount = 1000;
float section = 10.0f;
GLfloat alpha, beta;
int index = 0;
for (alpha = 0.0 ; alpha <= PI; alpha += PI/section)
{
for (beta = 0.0 ; beta <= 2* PI; beta += PI/section)
{
outer.x = radius*cos(beta)*sin(alpha);
outer.y = radius*sin(beta)*sin(alpha);
outer.z = radius*cos(alpha);
buffer[index] = outer;
index = index +1;
}
}
GLuint sphereVBO, sphereVAO;
glGenVertexArrays(1, &sphereVAO);
glGenBuffers(1,&sphereVBO);
glBindVertexArray(sphereVAO);
glBindBuffer(GL_ARRAY_BUFFER,sphereVBO);
glBufferData(GL_ARRAY_BUFFER,sizeof(glm::vec3) *buffercount ,&buffer[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
...
while (!glfwWindowShouldClose(window))
{
...
...
for (GLuint i = 0; i < buffercount; i++)
{
...
...
glm::mat4 model;
model = glm::translate(model, buffer[i]);
GLfloat angle = 10.0f * i;
model = glm::rotate(model, angle, glm::vec3(1.0f, 0.3f, 0.5f));
glUniformMatrix4fv(modelMat, 1, GL_FALSE, glm::value_ptr(model));
}
glDrawArrays(GL_TRIANGLE_FAN, 0, 900);
glfwSwapBuffers(window);
}
if section = 5, the performance is like this:
if section = 20. the performance is like this:
I think that I might have logic problem in my code. I am struggle in this problem...
-----update-----
I edited my code, It doesn't have any error, but I got a blank screen. I guess that something wrong in my vertex shader. I might pass wrong variables to vertex sheder. Please help me.
gluperspective
is deprecated in my OpenGL 4.1
I switch to :
float aspect=float(4.0f)/float(3.0f);
glm::mat4 projection_matrix = glm::perspective(60.0f/aspect,aspect,0.1f,100.0f);
It shows that this error: constant expression evaluates to -1 which cannot be narrowed to type 'GLuint'(aka 'unsigned int')
GLuint sphere_vbo[4]={-1,-1,-1,-1};
GLuint sphere_vao[4]={-1,-1,-1,-1};
I'm not sure how to revise it...I switch to:
GLuint sphere_vbo[4]={1,1,1,1};
GLuint sphere_vao[4]={1,1,1,1};
I put Spektre's code in spherer.h
file
This is a part of my main.cpp file:
...
...
Shader shader("basic.vert", "basic.frag");
sphere_init();
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
shader.Use();
GLuint MatrixID = glGetUniformLocation(shader.Program, "MVP");
GLfloat radius = 10.0f;
GLfloat camX = sin(glfwGetTime()) * radius;
GLfloat camZ = cos(glfwGetTime()) * radius;
// view matrix
glm::mat4 view;
view = glm::lookAt(glm::vec3(camX, 0.0, camZ), glm::vec3(0.0, 0.0, 0.0), glm::vec3(0.0, 1.0, 0.0));
glm::mat4 view_matrix = view;
// projection matrix
float aspect=float(4.0f)/float(3.0f);
glm::mat4 projection_matrix = glm::perspective(60.0f/aspect,aspect,0.1f,100.0f);
// model matrix
glm::mat4 model_matrix = glm::mat4(1.0f);// identity
//ModelViewProjection
glm::mat4 model_view_projection = projection_matrix * view_matrix * model_matrix;
glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &model_view_projection[0][0]);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0,0.0,-10.0);
glEnable(GL_DEPTH_TEST);
glDisable(GL_TEXTURE_2D);
sphere_draw();
glFlush();
glfwSwapBuffers(window);
}
sphere_exit();
glfwTerminate();
return 0;
}
This is my vertex shader file:
#version 410 core
uniform mat4 MVP;
layout(location = 0) in vec3 vertexPosition_modelspace;
out vec4 vertexColor;
void main()
{
gl_Position = MVP * vec4(vertexPosition_modelspace,1);
vertexColor = vec4(0, 1, 0, 1.0);
}
I added error-check function get_log
in my shader.h file.
...
...
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");
get_log(vertex);
...
...
void get_log(GLuint shader){
GLint isCompiled = 0;
GLchar infoLog[1024];
glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled);
if(isCompiled == GL_FALSE)
{
printf("----error--- \n");
GLint maxLength = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << "| ERROR::::" << &infoLog << "\n| -- ------------------ --------------------------------- -- |" << std::endl;
glDeleteShader(shader); // Don't leak the shader.
}else{
printf("---no error --- \n");
}
}
I tested both fragment shader and vertex shader, it both showed ---no error---
Upvotes: 0
Views: 10502
Reputation: 51933
As I mentioned in the comments you need to add indices to your mesh VAO/VBO. Not sure why GL_QUADS
is not implemented on your machine that makes no sense as it is basic primitive so to make this easy to handle I use only GL_TRIANGLES
which is far from ideal but what to heck ... Try this:
//---------------------------------------------------------------------------
const int na=36; // vertex grid size
const int nb=18;
const int na3=na*3; // line in grid size
const int nn=nb*na3; // whole grid size
GLfloat sphere_pos[nn]; // vertex
GLfloat sphere_nor[nn]; // normal
//GLfloat sphere_col[nn]; // color
GLuint sphere_ix [na*(nb-1)*6]; // indices
GLuint sphere_vbo[4]={-1,-1,-1,-1};
GLuint sphere_vao[4]={-1,-1,-1,-1};
void sphere_init()
{
// generate the sphere data
GLfloat x,y,z,a,b,da,db,r=3.5;
int ia,ib,ix,iy;
da=2.0*M_PI/GLfloat(na);
db= M_PI/GLfloat(nb-1);
// [Generate sphere point data]
// spherical angles a,b covering whole sphere surface
for (ix=0,b=-0.5*M_PI,ib=0;ib<nb;ib++,b+=db)
for (a=0.0,ia=0;ia<na;ia++,a+=da,ix+=3)
{
// unit sphere
x=cos(b)*cos(a);
y=cos(b)*sin(a);
z=sin(b);
sphere_pos[ix+0]=x*r;
sphere_pos[ix+1]=y*r;
sphere_pos[ix+2]=z*r;
sphere_nor[ix+0]=x;
sphere_nor[ix+1]=y;
sphere_nor[ix+2]=z;
}
// [Generate GL_TRIANGLE indices]
for (ix=0,iy=0,ib=1;ib<nb;ib++)
{
for (ia=1;ia<na;ia++,iy++)
{
// first half of QUAD
sphere_ix[ix]=iy; ix++;
sphere_ix[ix]=iy+1; ix++;
sphere_ix[ix]=iy+na; ix++;
// second half of QUAD
sphere_ix[ix]=iy+na; ix++;
sphere_ix[ix]=iy+1; ix++;
sphere_ix[ix]=iy+na+1; ix++;
}
// first half of QUAD
sphere_ix[ix]=iy; ix++;
sphere_ix[ix]=iy+1-na; ix++;
sphere_ix[ix]=iy+na; ix++;
// second half of QUAD
sphere_ix[ix]=iy+na; ix++;
sphere_ix[ix]=iy-na+1; ix++;
sphere_ix[ix]=iy+1; ix++;
iy++;
}
// [VAO/VBO stuff]
GLuint i;
glGenVertexArrays(4,sphere_vao);
glGenBuffers(4,sphere_vbo);
glBindVertexArray(sphere_vao[0]);
i=0; // vertex
glBindBuffer(GL_ARRAY_BUFFER,sphere_vbo[i]);
glBufferData(GL_ARRAY_BUFFER,sizeof(sphere_pos),sphere_pos,GL_STATIC_DRAW);
glEnableVertexAttribArray(i);
glVertexAttribPointer(i,3,GL_FLOAT,GL_FALSE,0,0);
i=1; // indices
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,sphere_vbo[i]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(sphere_ix),sphere_ix,GL_STATIC_DRAW);
glEnableVertexAttribArray(i);
glVertexAttribPointer(i,4,GL_UNSIGNED_INT,GL_FALSE,0,0);
i=2; // normal
glBindBuffer(GL_ARRAY_BUFFER,sphere_vbo[i]);
glBufferData(GL_ARRAY_BUFFER,sizeof(sphere_nor),sphere_nor,GL_STATIC_DRAW);
glEnableVertexAttribArray(i);
glVertexAttribPointer(i,3,GL_FLOAT,GL_FALSE,0,0);
/*
i=3; // color
glBindBuffer(GL_ARRAY_BUFFER,sphere_vbo[i]);
glBufferData(GL_ARRAY_BUFFER,sizeof(sphere_col),sphere_col,GL_STATIC_DRAW);
glEnableVertexAttribArray(i);
glVertexAttribPointer(i,3,GL_FLOAT,GL_FALSE,0,0);
*/
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER,0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
glDisableVertexAttribArray(3);
}
void sphere_exit()
{
glDeleteVertexArrays(4,sphere_vao);
glDeleteBuffers(4,sphere_vbo);
}
void sphere_draw()
{
glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glBindVertexArray(sphere_vao[0]);
// glDrawArrays(GL_POINTS,0,sizeof(sphere_pos)/sizeof(GLfloat)); // POINTS ... no indices for debug
glDrawElements(GL_TRIANGLES,sizeof(sphere_ix)/sizeof(GLuint),GL_UNSIGNED_INT,0); // indices (choose just one line not both !!!)
glBindVertexArray(0);
}
void gl_draw()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float aspect=float(xs)/float(ys);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0/aspect,aspect,0.1,100.0);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0,0.0,-10.0);
glEnable(GL_DEPTH_TEST);
glDisable(GL_TEXTURE_2D);
sphere_draw();
glFlush();
SwapBuffers(hdc);
}
//---------------------------------------------------------------------------
Usage is simple after OpenGL context is created and extensions loaded call sphere_init()
before closing app call sphere_exit()
(while OpenGL context is still running) and when you want to render call sphere_draw()
. I make an gl_draw()
example with some settings and here the preview of it:
The point is to create 2D grid of points covering whole surface of sphere (via spherical long,lat a,b
angles) and then just create triangles covering whole grid...
Upvotes: 4