我是使用C ++进行OpenGL编程的新手,并且不擅长数学。是否有一种简单的方法来进行等轴投影?
我的意思是the true isometric projection,而不是一般的正交投影。
(等距投影仅在单位X,Y和Z矢量的投影长度相等且它们之间的角度恰好为120度时发生。)
我们非常感谢代码段。
答案 0 :(得分:27)
尝试使用gluLookAt
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
/* use this length so that camera is 1 unit away from origin */
double dist = sqrt(1 / 3.0);
gluLookAt(dist, dist, dist, /* position of camera */
0.0, 0.0, 0.0, /* where camera is pointing at */
0.0, 1.0, 0.0); /* which direction is up */
glMatrixMode(GL_MODELVIEW);
glBegin(GL_LINES);
glColor3d(1.0, 0.0, 0.0);
glVertex3d(0.0, 0.0, 0.0);
glVertex3d(1.0, 0.0, 0.0);
glColor3d(0.0, 1.0, 0.0);
glVertex3d(0.0, 0.0, 0.0);
glVertex3d(0.0, 1.0, 0.0);
glColor3d(0.0, 0.0, 1.0);
glVertex3d(0.0, 0.0, 0.0);
glVertex3d(0.0, 0.0, 1.0);
glEnd();
glFlush();
结果
我们可以绘制一个立方体来检查平行线是否确实平行
glPushMatrix();
glTranslated(0.5, 0.5, 0.5);
glColor3d(0.5, 0.5, 0.5);
glutWireCube(1);
glPopMatrix();
答案 1 :(得分:8)
等轴投影只是使用具有特定旋转角度的正投影。
您应该能够选择8个潜在方向中的任何一个,使用正交投影,并获得模型的完美等轴视图。只需按照引用的Wiki文章中的数学设置来设置视图矩阵,并为投影矩阵做一个正交投影,然后就可以了。
答案 2 :(得分:3)
也许我并没有正确地理解数学,但是你不能像在维基百科链接中解释的那样定位你的相机并使用标准的正交投影吗?
即使它不相同,投影堆也完全取决于你。
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// your isometric matrix here (see math on Wikipedia)
glMatrixMode(GL_MODELVIEW);
答案 3 :(得分:1)
如果您不想使用GLU,可以使用glOrtho
void gl_enter_2_5d_mode (void)
{
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
double scale = 50;
glOrtho(-scale,
scale,
-scale * 0.7,
scale * 0.7,
-scale,
scale);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glRotatef(35.264f, 1.0f, 0.0f, 0.0f);
glRotatef(-45.0f, 0.0f, 1.0f, 0.0f);
}
void gl_leave_2_5d_mode (void)
{
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
}
then draw a cube in it
void cube (double size)
{
glBegin(GL_QUADS);
glVertex3f(size,size,size);
glVertex3f(-size,size,size);
glVertex3f(-size,-size,size);
glVertex3f(size,-size,size);
glVertex3f(size,size,-size);
glVertex3f(-size,size,-size);
glVertex3f(-size,-size,-size);
glVertex3f(size,-size,-size);
glVertex3f(size,size,size);
glVertex3f(size,-size,size);
glVertex3f(size,-size,-size);
glVertex3f(size,size,-size);
glVertex3f(-size,size,size);
glVertex3f(-size,-size,size);
glVertex3f(-size,-size,-size);
glVertex3f(-size,size,-size);
glVertex3f(size,size,size);
glVertex3f(-size,size,size);
glVertex3f(-size,size,-size);
glVertex3f(size,size,-size);
glVertex3f(size,-size,size);
glVertex3f(-size,-size,size);
glVertex3f(-size,-size,-size);
glVertex3f(size,-size,-size);
glEnd();
}
void test (void)
{
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glBindTexture(GL_TEXTURE_2D, 0);
cube(1.0);
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
}
并调用类似这样的内容
gl_enter_2_5d_mode()
test()
gl_leave_2_5d_mode()
如果你想在2d和2.5d之间切换(这样你可以绘制你的UI)然后我有类似的功能进入和离开2d模式,例如。
void gl_init_2d_mode (void)
{
/*
* Enable Texture Mapping
*/
glEnable(GL_TEXTURE_2D);
/*
* Enable alpha blending for sprites
*/
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
/*
* Setup our viewport
*/
glViewport(0, 0, game.video_pix_width,
game.video_pix_height);
/*
* Make sure we're changing the model view and not the projection
*/
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
/*
* Reset the view
*/
glLoadIdentity();
gl_init_fbo();
}
void gl_enter_2d_mode (void)
{
/*
* Change to the projection matrix and set our viewing volume.
*/
glMatrixMode(GL_PROJECTION);
glPushMatrix();
/*
* Reset the view
*/
glLoadIdentity();
/*
* 2D projection
*/
glOrtho(0,
game.video_gl_width, game.video_gl_height,
0, -1200.0, 1200.0);
/*
* Make sure we're changing the model view and not the projection
*/
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
/*
* Reset the view
*/
glLoadIdentity();
}