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OpenGL坐標系混亂

[英]OpenGL Coordinate system confusion

也許我設置GLUT錯誤。 我希望頂點相對於像素大小。 現在,如果我創建一個六邊形,即使單位為6,它也會占據整個屏幕。

#include <iostream>
#include <stdlib.h> //Needed for "exit" function
#include <cmath>
//Include OpenGL header files, so that we can use OpenGL
#ifdef __APPLE__
#include <OpenGL/OpenGL.h>
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif

using namespace std;

//Called when a key is pressed
void handleKeypress(unsigned char key, //The key that was pressed
                    int x, int y) {    //The current mouse coordinates
    switch (key) {
        case 27: //Escape key
            exit(0); //Exit the program
    }
}

//Initializes 3D rendering
void initRendering() {
    //Makes 3D drawing work when something is in front of something else
    glEnable(GL_DEPTH_TEST);
}

//Called when the window is resized
void handleResize(int w, int h) {
    //Tell OpenGL how to convert from coordinates to pixel values
    glViewport(0, 0, w, h);

    glMatrixMode(GL_PROJECTION); //Switch to setting the camera perspective

    //Set the camera perspective
    glLoadIdentity(); //Reset the camera
    gluPerspective(45.0,                  //The camera angle
                   (double)w / (double)h, //The width-to-height ratio
                   1.0,                   //The near z clipping coordinate
                   200.0);                //The far z clipping coordinate
}

//Draws the 3D scene
void drawScene() {
    //Clear information from last draw
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);


    glLoadIdentity(); //Reset the drawing perspective
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

    glBegin(GL_POLYGON); //Begin quadrilateral coordinates

    //Trapezoid
    glColor3f(255,0,0);

    for(int i = 0; i < 6; ++i) {
        glVertex2d(sin(i/6.0*2* 3.1415),
            cos(i/6.0*2* 3.1415));
    }

    glEnd(); //End quadrilateral coordinates

    glutSwapBuffers(); //Send the 3D scene to the screen
}

int main(int argc, char** argv) {
    //Initialize GLUT
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
    glutInitWindowSize(400, 400); //Set the window size

    //Create the window
    glutCreateWindow("Basic Shapes - videotutorialsrock.com");
    initRendering(); //Initialize rendering

    //Set handler functions for drawing, keypresses, and window resizes
    glutDisplayFunc(drawScene);
    glutKeyboardFunc(handleKeypress);
    glutReshapeFunc(handleResize);

    glutMainLoop(); //Start the main loop.  glutMainLoop doesn't return.
    return 0; //This line is never reached
}

如何使坐標(0,0)(10,0)(10,10)(0,10)定義一個從屏幕左上方開始的多邊形,其寬度為高度為10像素?

如果要以這種方式縮放對象,則應使用正交投影。

現在,從角度來看,事物不僅通過其大小縮放,而且通過其Z軸位置縮放。 因此,請使用此函數代替gluPerspective

gluOrtho2D(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top);

該功能基本上定義了您可以看到的空間,就像一個大的矩形棱鏡。 這使遠處的事物看起來與近處的事物相同。

至於確切的縮放比例,它也將相對於視口大小發生變化。 為了使像素完全正確,您必須不斷更改投影,或保持視口大小不變。

為了使其以1:1的比例工作,如果您的視口是x像素寬,則正交投影也應該是x像素寬。

如果使用2D繪圖,則不想使用透視投影。 如果使用gluOrtho2D(0, window_width, window_height, 0);設置攝像機 那么您應該得到想要的東西。

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