画一个心形有很多公式可以使用,下面这个公式我认为最完美了:
float x = R * 16 * pow(sin(theta), 3); float y = R * (13 * cos(theta) - 5*cos(2*theta) - 2*cos(3*theta) - cos(4*theta));
效果如下:
数学参考:
http://mathworld.wolfram.com/HeartCurve.html
http://www.mathematische-basteleien.de/heart.htm
#pragma once #include <stdio.h> #include <gl\glew.h> #include <GL\freeglut.h> #include "math_3d.h" #include <cmath> namespace Tutorial2_Heart { const static float PI = 3.1415926f; int gSegments; GLuint VBO; void genHeart_2(Vector3f *vers, int offset, int segments, float ox, float oy, float R = 0.05) { for (int i = 0; i < segments; i++) { float theta = 2.0f * PI * float(i) / float(segments); float x = R * 16 * pow(sin(theta), 3); float y = R * (13 * cos(theta) - 5*cos(2*theta) - 2*cos(3*theta) - cos(4*theta)); vers[offset+i] = Vector3f(ox+x, oy+y, 0.0f); } } void genGeometry() { const int segments = 360; Vector3f vers[segments]; gSegments = segments; genHeart_2(vers, 0, segments, 0.f, 0.f); glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vers), vers, GL_STATIC_DRAW); } static void renderScene() { glClear(GL_COLOR_BUFFER_BIT); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, VBO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); glDrawArrays(GL_LINE_LOOP, 0, gSegments); glDisableVertexAttribArray(0); glutSwapBuffers(); } void initCallBack() { glutDisplayFunc(renderScene); } int run(int argv, char **argc) { glutInit(&argv, argc); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA); glutInitWindowSize(600, 600); glutInitWindowPosition(50, 50); glutCreateWindow("Heart Shape"); initCallBack(); GLenum res = glewInit(); if (res != GLEW_OK) { fprintf(stderr, "Error:'%s'\n", glewGetErrorString(res)); return 1; } genGeometry(); glClearColor(0.8f, 0.1f, 0.1f, 0.0f); glutMainLoop(); return 0; } }
OpenGL 4 : 一个美丽的心 For you, My Love,布布扣,bubuko.com
OpenGL 4 : 一个美丽的心 For you, My Love
原文:http://blog.csdn.net/kenden23/article/details/26950813