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Linux教程網 >> Linux編程 >> Linux編程 >> OpenGL編程指南之多視口

OpenGL編程指南之多視口

日期:2017/3/1 10:05:42   编辑:Linux編程

提要

OpenGL視口(Viewport)可以看作是窗口中OpenGL的繪制輸出區域,可以通過一條簡單的glViewport命令設置。一般的OpenGL教程都是單視口,即整個窗口為惟一的一個視口,Nehe的OpenGL教程是我最早見到涉及多視口的。與單視口程序相比,多視口程序的變化主要是:

(一)多視口程序不能在窗口resize/reshape時直接調用glViewport,而應該在此時記下窗口大小,然後在繪制場景時多次調用glViewport設置每個視口的位置和大小;

(二)對於每個視口,應分別調用glMatrixMode(GL_PROJECTION)和glMatrixMode(GL_MODELVIEW)以設置投影和建模矩陣。

多視口的最常見的應用,就是3DMax中的多視口建模,每一個觀察口都從不同的方向去觀察模型,從而很方便地去獲取模型當前的狀態。

還有就是賽車游戲中的後視鏡等等.

具體實現的思路就是對每個視口進行獨立的渲染。

函數解析

下面是需要調用到的一些OpenGL的函數。

glLoadIdentity()

重置當前指定的矩陣為單位矩陣.

glViewport(GLint x,GLint y,GLsizei width,GLsizei height)

在窗口中定義一個像素矩形,最終將圖像映射到這個矩形中。

void gluOrtho2D(GLdouble left,GLdouble right,GLdouble bottom,GLdouble top)

建立了一個可視的二位平面區域。這個和用glOrtho函數的當near=0,far=1時效果是一樣。

void gluPerspective(GLdouble fovy, GLdouble aspect,GLdouble zNear,GLdouble zFar)

這個函數指定了觀察的視景體(frustum為錐台的意思,通常譯為視景體)在世界坐標系中的具體大小,一般而言,其中的參數aspect應該與窗口的寬高比大小相同。

void glScissor(GLint x,GLint y,GLsizei width,GLsizei height)

設置一個裁剪窗口,前兩個參數為窗口左下角位置,後兩個參數是窗口的寬度和高度。

使用前一定要glEnable(GL_SCISSOR_TEST);

代碼實現

實現一:

void renderGL()
{
glClear (GL_COLOR_BUFFER_BIT);
glLoadIdentity(); // 重置模型觀察矩陣

for (int loop=0; loop<4; loop++) // 循環繪制4個視口
{
if (loop==0) // 繪制左上角的視口
{
// 設置視口區域
glViewport (0, window_height/2, window_width/2, window_height/2);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluOrtho2D(0, window_width/2, window_height/2, 0);
}
if (loop==1) // 繪制右上角視口
{

glViewport (window_width/2, window_height/2, window_width/2, window_height/2);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective( 45.0, 1.0f, 0.1f, 500.0 );
}
if (loop==2) // 繪制右下角視口
{
glViewport (window_width/2, 0, window_width/2, window_height/2);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective( 45.0, 1.0f, 0.1f, 500.0 );
}
if (loop==3) // 繪制左下角視口
{
glViewport (0, 0, window_width/2, window_height/2);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective( 45.0, 1.0f, 0.1f, 500.0 );
}
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();

glClear (GL_DEPTH_BUFFER_BIT);
if (loop==0) // 繪制左上角的視圖
{
glBegin(GL_QUADS);
glColor3f(1.0f,0.0f,0.0f); // 設置當前色為紅色
glVertex2i(window_width/2, 0 );
glColor3f(0.0f,1.0f,0.0f); // 設置當前色為綠色
glVertex2i(0, 0 );
glColor3f(0.0f,1.0f,1.0f); // 設置當前色為藍色
glVertex2i(0, window_height/2);
glColor3f(1.0f,1.0f,0.0f); // 設置當前色為紅色
glVertex2i(window_width/2, window_height/2);
glEnd();
}
if (loop==1) // 繪制右上角的視圖
{
glColor3f(1.0f,0.0f,1.0f);
glTranslatef(0.0f,0.0f,-9.0f);
glRotatef(rtri,1.0,1.0,0.0);

glBegin(GL_TRIANGLES); // 繪制三角形
glVertex3f( 0.0f, 1.0f, 0.0f); // 上頂點
glVertex3f(-1.0f,-1.0f, 0.0f); // 左下
glVertex3f( 1.0f,-1.0f, 0.0f); // 右下
glEnd(); // 三角形繪制結束

}
if (loop==2) // 繪制右下角的視圖
{
glTranslatef(0.0f,0.0f,-2.0f);
glRotatef(-45.0f,1.0f,0.0f,0.0f);
glRotatef(rtri,0.0f,0.0f,1.0f);

glBegin(GL_QUADS);
glColor3f(1.0f,0.0f,0.0f); glVertex3f( 0.5f, 0.5f, 0.0f);
glColor3f(0.0f,1.0f,0.0f); glVertex3f(-0.5f, 0.5f, 0.0f);
glColor3f(0.0f,0.0f,1.0f); glVertex3f(-0.5f, -1.0f, 0.0f);
glColor3f(0.0f,0.0f,0.0f); glVertex3f( 0.5f, -1.0f, 0.0f);
glEnd();

}
if (loop==3) // 繪制左下角的視圖
{
glColor3f(0.0f,0.0f,0.0f);
glTranslatef(0.0f,0.0f,-4.0f);
glRotatef(-rtri/2,1.0f,0.0f,0.0f);
glRotatef(-rtri/2,0.0f,1.0f,0.0f);
glRotatef(-rquad/2,0.0f,0.0f,1.0f);

glBegin(GL_QUADS);
glColor3f(1.0f,0.0f,0.0f); glVertex3f( 0.5f, 0.5f, 0.0f);
glColor3f(0.0f,1.0f,0.0f); glVertex3f(-0.3f, 0.5f, 0.0f);
glColor3f(0.0f,0.0f,1.0f); glVertex3f(-0.5f, -1.0f, 0.0f);
glColor3f(0.0f,0.0f,0.0f); glVertex3f( 0.5f, -1.0f, 0.0f);
glEnd();
}
}
rtri+=0.2f; // 旋轉變量
rquad-=0.15f; // 旋轉變量
SDL_GL_SwapBuffers( );
}

效果:

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