我有一个以窗口屏幕为中心的形状。现在在窗口调整大小时它保持不变(相同的宽度和高度)。 在调整大小时将它放到窗口的最佳方法是什么,并保持它的宽高比?
const int WIDTH = 490;
const int HEIGHT = 600;
/**
* render scene
*/
void renderScene(void)
{
//clear all data on scene
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//set white bg color
glClearColor(1, 1, 1, 1);
glColor3ub(153, 153, 255);
glBegin(GL_POLYGON);
glVertex2f(60, 310);
glVertex2f(245, 50);
glVertex2f(430, 310);
glVertex2f(245, 530);
glEnd();
glutSwapBuffers();
}
/**
* reshape scene
*/
void reshapeScene(GLint width, GLint height)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0, 0, width, height);
gluOrtho2D(0, width, height, 0);
glMatrixMode(GL_MODELVIEW);
glutPostRedisplay();
}
/**
* entry point
*/
int main(int argc, char **argv)
{
//set window properties
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize(WIDTH, HEIGHT);
glutInitWindowPosition((glutGet(GLUT_SCREEN_WIDTH)-WIDTH)/2, (glutGet(GLUT_SCREEN_HEIGHT)-HEIGHT)/2);
glutCreateWindow("Test Window");
//paste opengl version in console
printf((const char*)glGetString(GL_VERSION));
//register callbacks
glutDisplayFunc(renderScene);
glutReshapeFunc(reshapeScene);
//start animation
glutMainLoop();
return 0;
}
由于
答案 0 :(得分:3)
在顶部:
const int WIDTH = 490;
const int HEIGHT = 600;
const float ASPECT = float(WIDTH)/HEIGHT; // desired aspect ratio
然后reshapeScene
:
void reshapeScene(GLint width, GLint height)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
int w = height * ASPECT; // w is width adjusted for aspect ratio
int left = (width - w) / 2;
glViewport(left, 0, w, height); // fix up the viewport to maintain aspect ratio
gluOrtho2D(0, WIDTH, HEIGHT, 0); // only the window is changing, not the camera
glMatrixMode(GL_MODELVIEW);
glutPostRedisplay();
}
因为您没有将窗口大小限制为特定的宽高比,所以您需要选择两个维度中的一个(高度,此处)来驱动视口重塑并根据该高度和所需的宽高比计算调整后的宽度。请参阅上面调整后的glViewport
来电。
另外,基本上gluOrtho2D
是你的相机。由于您没有那么多移动相机或物体,因此您不需要更改它(因此它只使用初始WIDTH
和HEIGHT
)。