I want to translate and scale a rectangle to specific coordinates. At this time I have to scale the rectangle only in the y plane. The translation works well, I have problems with the scaling, the rectangle is not placed at the right position. I tried to apply another solutions I found here并在堆栈中的另一个帖子中未成功执行。这应该很容易,但是我找不到解决方案。从我的源头开始,我成为上,下,左和右坐标。 这是代码的一部分。 顶点和片段着色器:
vertexShaderSource = "#version 150 \n"
"in vec2 aPos;\n"
"in vec4 aColor;\n"
"uniform mat4 projection;\n"
"uniform mat4 model;\n"
"uniform bool isLine;\n"
"out vec4 oColor;\n"
"void main() {\n"
" gl_Position = projection * model * vec4(aPos, 0.0, 1.0);\n"
" oColor = aColor;\n"
"}\n";
fragmentShaderSource = "#version 150 \n"
"in vec4 oColor;\n"
"out vec4 outColor; \n"
"void main() {\n"
" outColor = oColor;\n"
"}\n";
顶点:
GLfloat vertices[] = {
// positions //colors //alpha
coordsLine->lineRight, coordsLine->top, 0.8f, 0.498f, 0.1960f, 0.4f, // top right
coordsLine->lineRight, coordsLine->bottom, 0.8f, 0.498f, 0.1960f, 0.4f, // bottom right
coordsLine->lineLeft, coordsLine->bottom, 0.8f, 0.498f, 0.1960f, 0.4f, // bottom left
coordsLine->lineLeft, coordsLine->top, 0.8f, 0.498f, 00.1960f, 0.4f // top left
};
投影:
projection = glm::ortho(0.f, (float)dev->GetWidth(),(float)dev->GetHeight(), 0.f, 0.f, 1.f);
projection = glm::scale(projection, glm::vec3(dev->GetXScale(), dev->GetYScale(), 1.f));
渲染循环之前:
tempLineLeft = coordsLine->lineLeft;
tempLineTop = coordsLine->top;lineHeight = coordsLine->bottom - coordsLine->top;
sourceLineMiddleHeight =(coordsLine->bottom - coordsLine->top) / 2.f;
sourceLineMiddleWidth = (coordsLine->lineRight - coordsLine->lineLeft) / 2.f;
我必须将投影缩放到设备上。这一切正常,没有问题。这是渲染循环中的转换和缩放:
//Inside the Render Loop
if(tempLineLeft != coordsLine->lineLeft) {
glUseProgram(shaderProgram);
if(lineHeight != coordsLine->bottom - coordsLine->top) {
destinationLineMiddleHeight = (coordsLine->bottom - coordsLine->top) / 2.f;
scaleY = (coordsLine->bottom - coordsLine->top) / lineHeight;
model = glm::translate(model, glm::vec3(coordsLine->lineLeft - tempLineLeft, coordsLine->top - tempLineTop, 0.f));
model = glm::scale(model, glm::vec3(1.f, scaleY, 1.f));
model = glm::translate(model, glm::vec3(0.f, destinationLineMiddleHeight, 0.f));
}
else {
model = glm::translate(model, glm::vec3(0.f, destinationLineMiddleHeight, 0.f));
}
}
if(lineHeight != coordsLine->bottom - coordsLine->top)
lineHeight = coordsLine->bottom - coordsLine->top;
tempLineLeft = coordsLine->lineLeft;
tempLineTop = coordsLine->top;
sourceLineMiddleHeight =(coordsLine->bottom - coordsLine->top) / 2.f;
sourceLineMiddleWidth = (coordsLine->lineRight - coordsLine->lineLeft) / 2.f;
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
编辑: 真正的问题如下:当我缩放对象时,它向上/向下跳跃,我必须将其转换回目标坐标,这是行不通的。我拍了一些照片,也许很清楚我的意思是: 缩放比例:
这应该是一个小问题,我找不到方程式来解决。