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c++ - 使用 glOrtho 缩放到鼠标位置

转载 作者:行者123 更新时间:2023-12-04 16:45:42 24 4
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目前我正在使用 glOrtho 来缩放和平移我正在渲染的 2D 图形。

我已将视口(viewport)设置为标准宽度和高度。然后我设置 glOrtho 以便我的平截头体使屏幕坐标与世界坐标匹配。

glViewport(0, 0, window_width,window_height);

glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, window_width,window_height,0 , 100, -100);

当我在鼠标回调中执行缩放功能时,我将平截头体边缘乘以缩放因子....

glOrtho( 0 * zoomOut,
window_width * zoomOut,
window_height * zoomOut,
0 * zoomOut,
100, -100);

我的问题是....如何使用鼠标位置作为中心进行缩放?

我试过这个...(其中 mouseStoreX 和 mouseStoreY 是第一次点击时存储的位置)

glOrtho( (0 -mouseStoreX )* zoomOut + mouseStoreX,
(window_width - mouseStoreX) * zoomOut + mouseStoreX,
(window_height - mouseStoreY) * zoomOut + mouseStoreY,
(0 - mouseStoreY) * zoomOut + mouseStoreY,
100, -100);

它似乎有效,但当我进行新的点击时,截锥体会跳来跳去。我认为在进行鼠标位置存储时,我在某处没有考虑 zoomOut 因素。

编辑:这是我仍在苦苦挣扎的最新代码...

void ZoomOrtho(){ //ON MOUSE CLICK.....

if (zooming == false){
keyStore.LMx = keyStore.Mx; //store mouse pos for next comparison
keyStore.LMy = keyStore.My;
//get mouse pos
mouseStoreX = keyStore.Mx;//mouse pos at this moment
mouseStoreY = keyStore.My;

//get current projection matrices
glGetDoublev( GL_MODELVIEW_MATRIX, modelview );
glGetDoublev( GL_PROJECTION_MATRIX, projection );
glGetIntegerv( GL_VIEWPORT, viewport );
//flip Y for opengl reasons
winY = (float)viewport[3] - winY;
//get world mouse coordinate
gluUnProject( mouseStoreX, mouseStoreY , 0.0, modelview, projection, viewport, &posX_,&posY_, &posZ_);

// calc difference between mouse world pos and centre of 'camera'
dx = posX_ - FS.centerX;
dy = posY_ - FS.centerY;

}
//ON DRAG......
zooming = true;

//do mouse movement detection and increment zoomOut
//#################################################
int xDiff = keyStore.Mx - keyStore.LMx; //mouse drag difference in screen space just for incrementing zoom
int yDiff = keyStore.My - keyStore.LMy; //

if (xDiff > 0 && (zoomFactor >= 0.5 ) ) {
zoomFactor -= zoomInc;
if (zoomFactor < 0.5 ) {zoomFactor = 0.5;}
}
else if (xDiff < 0 && (zoomFactor <= 2.0 )) {
zoomFactor += zoomInc;
if (zoomFactor > 2.0){zoomFactor = 2.0;}
}
//#################################################


//fill structure with clipping plane values. zooms ortho projection and keeps mouse pos anchored.
FS.left = ((FS.centerX - dx - (window_width/2.0))*zoomFactor) +dx;
FS.right = ((FS.centerX -dx + (window_width/2.0))*zoomFactor)+dx ;
FS.bottom = ((FS.centerY -dy + (window_width/2.0))*zoomFactor)+dy;
FS.top = ((FS.centerY -dy - (window_width/2.0))*zoomFactor) +dy;

// store last mouse pos for next comparison.
keyStore.LMx = keyStore.Mx;
keyStore.LMy = keyStore.My;

}

void zoomRelease(){

cout << " releasing" << std::endl;
//set zoom to false so we know we are not draggin mouse anymore.
zooming = false;
keyStore.LMx = 0;
keyStore.LMy = 0;

// recenter by taking midpoint between new left and right clipping planes so dx has a reference point
FS.centreX = (FS.right-FS.left)/2.0;

}

void DrawGui(){

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(FS.left, FS.right,FS.bottom, FS.top, 1, -1);

glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
//do drawing

}

最佳答案

试一试:

// g++ main.cpp -o main -lglut -lGL && ./main
#include <GL/glut.h>

double centerX = 0, centerY = 0;
double width = 0, height = 0;
void mouse( int button, int state, int mx, int my )
{
// flip mouse y axis so up is +y
my = glutGet( GLUT_WINDOW_HEIGHT ) - my;

// convert mouse coords to (-1/2,-1/2)-(1/2, 1/2) box
double x = ( mx / (double)glutGet( GLUT_WINDOW_WIDTH ) ) - 0.5;
double y = ( my / (double)glutGet( GLUT_WINDOW_HEIGHT ) ) - 0.5;

if( GLUT_UP == state )
{
double preX = ( x * width );
double preY = ( y * height );

double zoomFactor = 1.5;
if( button == GLUT_LEFT_BUTTON )
{
// zoom in
width /= zoomFactor;
height /= zoomFactor;
}
if( button == GLUT_RIGHT_BUTTON )
{
// zoom out
width *= zoomFactor;
height *= zoomFactor;
}

double postX = ( x * width );
double postY = ( y * height );

// recenter
centerX += ( preX - postX );
centerY += ( preY - postY );
}

glutPostRedisplay();
}

void display()
{
glClear( GL_COLOR_BUFFER_BIT );

glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho
(
centerX - ( width / 2.0 ),
centerX + ( width / 2.0 ),
centerY - ( height / 2.0 ),
centerY + ( height / 2.0 ),
-1,
1
);

glMatrixMode( GL_MODELVIEW );
glLoadIdentity();

glColor3ub( 255, 0, 0 );
glBegin( GL_TRIANGLES );
glVertex2i( 0, 0 );
glVertex2i( 150, 0 );
glVertex2i( 0, 150 );
glVertex2i( 0, 0 );
glVertex2i( -150, 0 );
glVertex2i( 0, -150 );
glEnd();

glutSwapBuffers();
}

int main( int argc, char **argv )
{
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_RGBA | GLUT_DOUBLE );
glutInitWindowSize( 600, 600 );
glutCreateWindow( "GLUT" );
glutDisplayFunc( display );
glutMouseFunc( mouse );

width = glutGet( GLUT_WINDOW_WIDTH );
height = glutGet( GLUT_WINDOW_HEIGHT );

glutMainLoop();
return 0;
}

关于c++ - 使用 glOrtho 缩放到鼠标位置,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/14969547/

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