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c++ - OpenGL VC++ 初学者中的 gluProject() 设置

转载 作者:行者123 更新时间:2023-11-28 00:55:06 26 4
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我正在尝试将 3D 坐标转换为 2D 坐标。我知道我需要使用 gluProject()。但是我在设置它时遇到了麻烦。我需要使用像素坐标

我在 InitGL() 方面需要帮助,我该如何正确初始化它。还有在DrawGLScene() 怎么用呢?我需要保留 z 变量来制作图层,所以我不想禁用它。

这是我的代码:

#ifdef WIN32
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#endif
#if defined(__APPLE__) && defined(__MACH__)
#include <OpenGL/gl.h> // Header File For The OpenGL32 Library
#include <OpenGL/glu.h> // Header File For The GLu32 Library
#else
#include <GL/gl.h> // Header File For The OpenGL32 Library
#include <GL/glu.h> // Header File For The GLu32 Library
#endif

#include "SDL.h" // SDL library for managing input and window management (multipltform)
#include "SOIL.h" // SOIL library for loading textures (multiplatform)

const int WINDOW_WIDTH = 640;
const int WINDOW_HEIGHT = 480;
const char* WINDOW_TITLE = "RB Game Engine";

float position=0;
GLuint texture[1]; // number of texture = 1


/* A general OpenGL initialization function. Sets all of the initial parameters. */
void InitGL(int Width, int Height) // We call this right after our OpenGL window is created.
{
LoadGLTextures(); // Jump To Texture Loading Routine ( NEW )
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping ( NEW )
glViewport(0, 0, Width, Height);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading

glMatrixMode(GL_PROJECTION);
glLoadIdentity(); // Reset The Projection Matrix

gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window

glMatrixMode(GL_MODELVIEW);
}

/* The main drawing function. */
void DrawGLScene()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity(); // Reset The View


glTranslatef(0.0f,0.0f,-6.0f); // Move Right 3 Units
glBindTexture(GL_TEXTURE_2D, texture[0]);
// draw a square (quadrilateral)
glBegin(GL_QUADS); // start drawing a polygon (4 sided)
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f+position, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f+position, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f+position, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f+position, 1.0f, 1.0f);
glEnd(); // done with the polygon



// swap buffers to display, since we're double buffered.
SDL_GL_SwapBuffers();
}

最佳答案

您可以在 InitGL() 之后的 DrawGLScene() 中使用下面的代码。

它不需要任何其他初始化。

但请确保在任何投影更改之前执行它(例如,用于在您返回的坐标位置上绘制的 2D 投影)。

GLdouble x, y, z; // target 2d coords (z is 'unused')
GLdouble coords[] = { 1.0, 1.0, 1.0 }; // current 3d coords

GLdouble model_view[16];
glGetDoublev(GL_MODELVIEW_MATRIX, model_view);

GLdouble projection[16];
glGetDoublev(GL_PROJECTION_MATRIX, projection);

GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);

// get window coords based on 3D coordinates
gluProject( coords[0], coords[1], coords[2],
model_view, projection, viewport,
&x, &y, &z);

Description of gluProject parameters

An example of gluUnproject where I have the code from

关于c++ - OpenGL VC++ 初学者中的 gluProject() 设置,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/11891481/

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