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博客园 - 邗影

关于音频PA结构腔体 关于linux和shi脚本常用的通配符 关于fread读不满一块和读不满count的返回值 如何去掉merge UBI的覆盖写和擦除 DTSI 多个模块共用同一个 GPIO 引脚冲突 问题汇总 debug比release程序启动的快 关于CPU占用优先级的调整 关于蜂鸣器发声 麦序与声源定位 关于squashfs压缩挂载 软连接生成 线程退出未定义行为 linux文件查找 C语言弱函数 数据传输报错port unreachable D3D11绘制三角形 关于延迟测试 v4l2检测 关于数据库的性能 流媒体小记包含一些面试问题 v4l2视频采集 流媒体ZLM配置vscode远程开发 关于SPS中的帧率问题 Linux编译问题 SSl冲突问题 D3D初始化窗口显示 关于线程池
球面渲染
邗影 · 2026-06-16 · via 博客园 - 邗影
#include "stdafx.h"
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <shader.h>
#include <iostream>
#include <cmath>
#include <vector>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

const unsigned int screen_width = 780;
const unsigned int screen_height = 780;
const GLfloat  PI = 3.14159265358979323846f;
const int Y_SEGMENTS = 50;
const int X_SEGMENTS = 500;

unsigned int textureID;
GLuint pos_matrix_idx, face_matrix_idx, projID, viewID, texLoc;

int main()
{
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
    glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);

    auto window = glfwCreateWindow(screen_width, screen_height, "Earth Sphere", nullptr, nullptr);
    if (window == nullptr) {
        std::cout << "Failed to Create OpenGL Context" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }
    glViewport(0, 0, screen_width, screen_height);

    Shader shader("vertexShader.glsl", "fragmentShader.glsl");

    // 交错存储:3坐标 + 2UV
    std::vector<float> sphereVertices;
    sphereVertices.reserve((X_SEGMENTS + 1) * (Y_SEGMENTS + 1) * 5);

    for (int y = 0; y <= Y_SEGMENTS; y++)
    {
        float ySegment = static_cast<float>(y) / Y_SEGMENTS;
        float phi = ySegment * PI;
        for (int x = 0; x <= X_SEGMENTS; x++)
        {
            float xSegment = static_cast<float>(x) / X_SEGMENTS;
            float theta;
            float xPos, yPos, zPos;

            // 关键:最后一列顶点强制复用x=0的球面坐标,彻底消除浮点分离
            if (x == X_SEGMENTS)
            {
                theta = 0.0f;
            }
            else
            {
                theta = xSegment * 2.0f * PI;
            }

            xPos = cos(theta) * sin(phi);
            yPos = cos(phi);
            zPos = sin(theta) * sin(phi);

            sphereVertices.push_back(xPos);
            sphereVertices.push_back(yPos);
            sphereVertices.push_back(zPos);
            sphereVertices.push_back(xSegment);
            sphereVertices.push_back(ySegment);
        }
    }

    // 索引
    std::vector<unsigned int> sphereIndices;
    sphereIndices.reserve(X_SEGMENTS * Y_SEGMENTS * 6);
    int rowVtxCount = X_SEGMENTS + 1;
    for (int i = 0; i < Y_SEGMENTS; i++)
    {
        for (int j = 0; j < X_SEGMENTS; j++)
        {
            unsigned int p0 = i * rowVtxCount + j;
            unsigned int p1 = (i + 1) * rowVtxCount + j;
            unsigned int p2 = (i + 1) * rowVtxCount + (j + 1);
            unsigned int p3 = i * rowVtxCount + (j + 1);

            sphereIndices.push_back(p0);
            sphereIndices.push_back(p1);
            sphereIndices.push_back(p2);

            sphereIndices.push_back(p0);
            sphereIndices.push_back(p2);
            sphereIndices.push_back(p3);
        }
    }

    unsigned int VBO, VAO, EBO;
    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);
    glGenBuffers(1, &EBO);
    glBindVertexArray(VAO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sphereVertices.size() * sizeof(float), sphereVertices.data(), GL_STATIC_DRAW);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sphereIndices.size() * sizeof(unsigned int), sphereIndices.data(), GL_STATIC_DRAW);

    // 坐标 0,步长5
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    // UV 1,偏移3float
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);

    glBindVertexArray(0);

    // 纹理:删除错误的单列镜像逻辑,简化加载
    stbi_set_flip_vertically_on_load(true);
    int W = 0, H = 0, ch = 0;
    unsigned char* data = stbi_load("./dq2.jpg", &W, &H, &ch, 0);
    if (!data) {
        std::cout << "贴图 dq2.jpg 未找到或无法加载,请放到 exe 目录" << std::endl;
    }
    else {
        GLenum fmt = (ch == 4) ? GL_RGBA : GL_RGB;
        glGenTextures(1, &textureID);
        glBindTexture(GL_TEXTURE_2D, textureID);

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

        glTexImage2D(GL_TEXTURE_2D, 0, fmt, W, H, 0, fmt, GL_UNSIGNED_BYTE, data);
        stbi_image_free(data);
    }

    shader.use();
    pos_matrix_idx = glGetUniformLocation(shader.ID, "pos_matrix");
    face_matrix_idx = glGetUniformLocation(shader.ID, "face_matrix");
    projID = glGetUniformLocation(shader.ID, "projection");
    viewID = glGetUniformLocation(shader.ID, "view");
    texLoc = glGetUniformLocation(shader.ID, "tex");
    glUniform1i(texLoc, 0);

    //渲染循环
    while (!glfwWindowShouldClose(window))
    {
        glClearColor(0.0f, 0.34f, 0.57f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glEnable(GL_DEPTH_TEST);

        shader.use();

        glm::mat4 proj = glm::perspective(glm::radians(45.f), static_cast<float>(screen_width) / screen_height, 0.1f, 100.f);
        glUniformMatrix4fv(projID, 1, GL_FALSE, &proj[0][0]);

        glm::mat4 view = glm::lookAt(glm::vec3(0, 0, 3.2f), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0));
        glUniformMatrix4fv(viewID, 1, GL_FALSE, &view[0][0]);

        float time = static_cast<float>(glfwGetTime());
        glm::mat4 trans = glm::translate(glm::mat4(1), glm::vec3(0, 0.2f, 0));
        glm::mat4 rot = glm::rotate(glm::mat4(1), time * 0.5f, glm::vec3(1, 0.5, 0));

        glUniformMatrix4fv(pos_matrix_idx, 1, GL_FALSE, &trans[0][0]);
        glUniformMatrix4fv(face_matrix_idx, 1, GL_FALSE, &rot[0][0]);

        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, textureID);
        glBindVertexArray(VAO);
        glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(sphereIndices.size()), GL_UNSIGNED_INT, nullptr);

        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glDeleteVertexArrays(1, &VAO);
    glDeleteBuffers(1, &VBO);
    glDeleteBuffers(1, &EBO);
    glfwTerminate();
    return 0;
}
#version 330 core
in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D tex;

void main()
{
    vec2 uv = TexCoord;
    // 截断u最大为1,禁止硬件REPEAT跑到0
    uv.x = min(uv.x, 1.0);
    FragColor = texture(tex, uv);
}
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;

out vec2 TexCoord;

uniform mat4 projection;
uniform mat4 view;
uniform mat4 pos_matrix;
uniform mat4 face_matrix;

void main()
{
    mat4 model = pos_matrix * face_matrix;
    gl_Position = projection * view * model * vec4(aPos, 1.0);
    TexCoord = aTexCoord;
}