我有两个视口,目前每个角都显示4个点。一个视口(左侧)有灰色角,另一个(右侧)有红色角。两个视口彼此相邻放置,红色视口有意变小。带红色边角的视口也在绘制GL_TRIANGLES。
你可以在这里看到它们:
三角形中的点应该是位于红色视口的左下角,左上角和右下角,但右下角非常短。
我认为第二个(红色)glViewport仍然使用来自前一个对象的测量值,可能是另一个视口。
我是否正确设置了第二个视口? 我希望第二个视口有100像素,而不是900像素,挤压成100像素。
这是我的代码。 我正在使用最新版本的过剩,目前仍在学习如何使用OpenGL /过剩。
// windows/pannels
int winWidth = 900; // window width
int winHeight = 600; // window height
int pannelToolsWidth = 100;
int pannelToolsHeight = winHeight;
int pannelToolsX = winWidth - pannelToolsWidth;
int pannelToolsY = 0;
int drawSpaceWidth = winWidth - pannelToolsWidth;
int drawSpaceHeight = winHeight;
// drawing
float red = 0.0f;
float green = 0.0f;
float blue = 0.0f;
float lineSize = 1.0f;
float pointSize = 1.0f;
// ...
// draws a pannel. Make sure to define a colour before calling.
void drawPannel(int x, int y, int width, int height)
{
glBegin(GL_TRIANGLES);
glVertex2f(float(x), float(y));
glVertex2f(float(x), float(height));
glVertex2f(float(width), 0.0);
glEnd();
//glBegin(GL_TRIANGLES);
// glVertex2f(, );
// glVertex2f(, );
// glVertex2f(, );
//glEnd();
}
// Starts a new glViewport and visualises the bounderies with coloured points.
// scene: id of the viewport (viewports draw different things)
// x/y: viewports draw from the bottom left corner
void drawViewport(int x, int y, int width, int height, float red, float green, float blue, int scene)
{
// draw viewport (colours used to visualise limits)
glViewport(x, y, width, height);
glColor3f(red, green, blue);
glBegin(GL_POINTS);
glVertex2f(0.0f, float(winHeight));
glVertex2f(float(winWidth), float(winHeight));
glVertex2f(0.0f, 0.0f);
glVertex2f(float(winWidth), 0.0f);
glEnd();
// draw viewport content. text methods should be called last because the glRasterPos2i() effects the viewport
switch (scene)
{
// add more cases for other viewports here.
case 0:
// colour
// drawing
// text
break;
case 1:
glColor3f(0.8, 0.8, 0.7);
drawPannel(0, 0, pannelToolsWidth, pannelToolsHeight);
break;
default:
// do nothing
break;
}
}
void init()
{
glClearColor(1.0f, 1.0f, 1.0f, 1.0f); //set clear background colour
glPointSize(10.0); //set point size
glColor3f(1.0f, 1.0f, 1.0f); //set draw colour
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, winWidth, 0, winHeight); //setup 2D projection
}
void collectScene()
{
glClear(GL_COLOR_BUFFER_BIT);
// viewport(s)
drawViewport(0, 0, drawSpaceWidth, drawSpaceHeight, 0.5, 0.5, 0.5, 0); // paint area
drawViewport(pannelToolsX, pannelToolsY, pannelToolsWidth, pannelToolsHeight, 1, 0, 0, 1); // GUI area
glFlush();
glutSwapBuffers(); //swap front and back buffers
}
//called when no event in queue
void idle()
{
glutPostRedisplay();
}
int main()
{
// create the window
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA); // double buffer with RGBA
glutInitWindowSize(winWidth, winHeight);
glutInitWindowPosition(100, 100); // from top left
glutCreateWindow("Paint");
init();
glutDisplayFunc(collectScene);
glutIdleFunc(idle);
glutMainLoop();
return 0;
}
谢谢
答案 0 :(得分:1)
投影矩阵是相对于视口的,实际上它通常是在glViewport调用之后设置的。在你的情况下,它不会改变。