我试图这样做,以便当窗口展开时,其中的对象保持大小。
我在顶部绘制的2D正射(图片中的白色图标)在调整大小,保持大小和位置时工作正常,而首先绘制的3D不保持大小和位置。
这是我的透视矩阵功能:
public static FloatMatrix getPerspectiveMatrix(
Double fov, float w, float h, float near, float far
){
float asp = w/h;
float fov_cos = (float) Math.cos( fov / 2.0d );
float fov_sin = (float) Math.sin( fov / 2.0d );
float fov_cot = fov_cos/fov_sin;
float a_0 = fov_cot/asp;
float a_3 = (far + near)/(near-far);
float a_43 = (2.0f * far * near)/(near-far);
float[] an = {
a_0, 0.0f, 0.0f, 0.0f,
0.0f, fov_cot, 0.0f, 0.0f,
0.0f, 0.0f, a_3, -1.0f,
0.0f, 0.0f, a_43, 0.0f,
};
return new FloatMatrix( an, 4, 4 );
}
这就是我在渲染函数中获取矩阵的方法:
FloatMatrix proj = FloatMatrix.getPerspectiveMatrix(
Math.PI / 2.0d, this.width, this.height, 0.1f, 200.0f
);
Ortho Matrix:
public static FloatMatrix getOrtographicMatrix(
float left, float right, float bottom, float top, float near, float far
){
float a_0 = 2.0f / (right - left);
float a_22 = 2/(top - bottom);
float a_33 = -2/(far - near);
float tx = -(right + left)/(right - left);
float ty = -(top + bottom)/(top - bottom);
float tz = -(far + near)/(far - near);
float[] an = {
a_0, 0.0f, 0.0f, 0.0f,
0.0f, a_22, 0.0f, 0.0f,
0.0f, 0.0f, a_33, 0.0f,
tx, ty, tz, 1.0f
};
return new FloatMatrix( an, 4, 4 );
}
我如何在渲染器中获得Ortho:
FloatMatrix.getOrtographicMatrix(
-this.width/30.0f, this.width/30.0f, -this.height/30.0f, this.height/30.0f, 1.0f, 1.1f
);
图片示例:
较小的512x512
全屏(1080)
答案 0 :(得分:1)
我找到了答案。 它必须与fov(视野)
h0 = original height of the window
h1 = new height of the window
fov0 = original field of view
fov1 = new field of view
fov1 = atan( tan( fov0 / 2.0 ) * h1 / h0 ) * 2.0;
当调整GLCanvas的大小时,你会放置reshape()
调用的GLEventListener
函数。