[英]Move 2D Object to a Point in OpenGL
如何使用 OpenGL 沿點(不是GL_POINTS
,而是坐標)的方向移動 2D object?
為了更好地理解我的代碼:
我已將大部分代碼拆分為不同的源代碼,但這是實際創建形狀和設置場景的源代碼:
void setupScene(int clearColor[]) {
glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
//glClearColor(250, 250, 250, 1.0); // Set the cleared screen colour to black.
glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT); // This sets up the viewport so that the coordinates (0, 0) are at the top left of the window.
// Set up the orthographic projection so that coordinates (0, 0) are in the top left.
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, WINDOW_WIDTH, WINDOW_HEIGHT, 0, -10, 10);
// Back to the modelview so we can draw stuff.
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear the screen and depth buffer.
}
void drawScene() {
setupScene((int[]){250, 250, 250, 1});
triangle(210, WINDOW_WIDTH, WINDOW_HEIGHT);
glBegin(GL_QUADS);
glColor3f(RGB(80), RGB(80), RGB(80));
glPushMatrix();
glTranslatef(400, 400, 0);
glVertex2d(200, 100);
glVertex2d(100, 100);
glVertex2d(100, 200);
glVertex2d(200, 200);
glPopMatrix();
glEnd();
glutSwapBuffers(); // Send the scene to the screen.
}
void update(int value) {
glutPostRedisplay(); // Tell GLUT that the display has changed.
glutTimerFunc(25, update, 0); // Tell GLUT to call update again in 25 milliseconds.
}
您需要翻譯模型視圖矩陣。 假設您已經處於模型視圖模式:
glPushMatrix();
glTranslatef(x, y, z);
// Draw your shape
glPopMatrix();
[編輯]
@paddy:這樣的東西? 我試過了,但廣場沒動。 pastebin.com/2PCsy5kC
嘗試明確選擇模型視圖矩陣。 您的示例並未告訴我們當前處於哪種模式:
glSetMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslatef(x, y, z);
// Draw your shape
glPopMatrix();
通常在渲染開始時重置所有內容......所以你進入GL_PROJECTION模式,調用glLoadIdentity()
來重置它並設置你的相機,然后為GL_MODELVIEW矩陣做這個。
代表OP回答:
謝謝@paddy ,我試圖了解glTranslatef
的用法並提供了解決方案。 這是工作代碼,它將創建一個 100x100 的正方形並將其移動到 400x200:
void setupScene(int clearColor[]) {
glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
//glClearColor(250, 250, 250, 1.0); // Set the cleared screen colour to black.
glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT); // This sets up the viewport so that the coordinates (0, 0) are at the top left of the window.
// Set up the orthographic projection so that coordinates (0, 0) are in the top left.
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, WINDOW_WIDTH, WINDOW_HEIGHT, 0, -10, 10);
// Back to the modelview so we can draw stuff.
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear the screen and depth buffer.
}
int a = 100;
int b = 200;
int x = 100;
int y = 100;
void drawScene() {
setupScene((int[]){250, 250, 250, 1});
triangle(210, WINDOW_WIDTH, WINDOW_HEIGHT);
glPushMatrix();
glTranslatef(x, y, 0);
glBegin(GL_QUADS);
glColor3f(RGB(80), RGB(80), RGB(80));
glVertex2d(b, a);
glVertex2d(a, a);
glVertex2d(a, b);
glVertex2d(b, b);
glEnd();
glPopMatrix();
glutSwapBuffers(); // Send the scene to the screen.
}
void update(int value) {
if (x != 400 && y != 200) {
x += 4;
y += 2;
}
glutPostRedisplay(); // Tell GLUT that the display has changed.
glutTimerFunc(25, update, 0); // Tell GLUT to call update again in 25 milliseconds.
}
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