我用 drawSphere 方法创建了一个类来替换 glutDrawSolidSphere。请参阅下面的代码。
但我想知道,如何在不平铺的情况下将纹理包裹起来?例如,如果我想在上面画一张嘴、眼睛和鼻子,那么我希望它只有一张嘴、两只眼睛和一个鼻子,而不是在球体上铺满 100 个平铺。
我正在将 Jogl 与一些库一起使用。
class Shape {
public void drawSphere(double radius, int slices, int stacks) {
gl.glEnable(GL_TEXTURE_2D);
head.bind(gl); //This method is a shorthand equivalent of gl.glBindTexture(texture.getTarget(), texture.getTextureObject());
gl.glBegin(GL_QUADS);
double stack = (2*PI)/stacks;
double slice = (2*PI)/slices;
for (double theta = 0; theta < 2 * PI; theta += stack) {
for (double phi = 0; phi < 2 * PI; phi += slice) {
Vector p1 = getPoints(phi, theta, radius);
Vector p2 = getPoints(phi + slice, theta, radius);
Vector p3 = getPoints(phi + slice, theta + stack, radius);
Vector p4 = getPoints(phi, theta + stack, radius);
gl.glTexCoord2d(0, 0);
gl.glVertex3d(p1.x(), p1.y(), p1.z());
gl.glTexCoord2d(1, 0);
gl.glVertex3d(p2.x(), p2.y(), p2.z());
gl.glTexCoord2d(1, 1);
gl.glVertex3d(p3.x(), p3.y(), p3.z());
gl.glTexCoord2d(0, 1);
gl.glVertex3d(p4.x(), p4.y(), p4.z());
}
}
gl.glEnd();
gl.glDisable(GL_TEXTURE_2D);
}
Vector getPoints(double phi, double theta, double radius) {
double x = radius * cos(theta) * sin(phi);
double y = radius * sin(theta) * sin(phi);
double z = radius * cos(phi);
return new Vector(x, y, z);
}
}