也许我设置了GLUT错了。我希望verticies相对于它们的大小(以像素为单位)。现在,如果我创建一个六边形,即使单位是6,它也会占据整个屏幕。
#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
}
我怎样才能使坐标:
(0,0)
,
(10,0)
,
(10,10)
,
和(0,10)
定义从屏幕左上角开始的多边形,宽度和高度为10像素?
答案 0 :(得分:3)
如果您想要按比例缩放对象,则应使用正交投影。
现在,从视角来看,事物的大小不仅取决于它们的大小,还取决于它们的Z轴位置。因此,请使用此函数而不是gluPerspective
:
gluOrtho2D(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top);
该功能基本上定义了您可以看到的空间,就像一个大的矩形棱镜。这使得事物看起来与近处事物的大小相同。
对于精确缩放,它也会相对于视口大小发生变化。要使像素完全正确,您必须不断更改投影,或保持视口大小固定。
要使其按1:1计算,如果您的视口宽度为x
像素,则正投影也应为x
像素宽。
答案 1 :(得分:2)
如果您使用2D绘图,则不希望使用透视投影。如果您使用gluOrtho2D(0, window_width, window_height, 0);
设置相机,那么您应该得到您想要的内容。